söndag 2 maj 2010

Whining

Blogs are good for whining.

Stumbled upon a video on YouTube which was from a Christian group going "Hey everyone, tolerance is real neat, God approves of gay marriage and everything, love each other and be happy."

The comments for the video was endless spamming from people going "Religious retards, you all suck."

Granted, this is YouTube comments we're talking about, so it's inevitably made by the absolute dregs of humanity, but still. You'd think we could agree about "Being nice to people is a good thing."

fredag 23 april 2010

The Small Awesome Things

So the other day I was changing sheets in the bed, and I'd moved it out from the wall to be able to put on the sheet properly. Then, without really thinking, I tossed a pillow onto the bed - and while it was mid-air I realized that it was going to fall between the bed and the wall on the far end. Acting with super-fast thinking, I pushed the bed with my knee and managed to pin the pillow against the wall with the bed.

I gave myself a stunt bonus.

måndag 19 april 2010

Intelligent Gay Design

Here's an interesting observation:

Men can achieve orgasm through anal stimulation, because of the positioning of the prostate. Women usually can't achieve orgasm through anal stimulation (exceptions exist) because, well, they don't have prostates.

Conversely, women can achieve orgasms without penetration (well, duh).

What does this tell us? It tells us that God has actually equipped men to be able to enjoy both aspects of anal sex. It also tells us that God has equipped women to be able to enjoy non-penetrative sex, as in, sex where no penis is involved.

Conclusion: If Intelligent Design is indeed true, God has purposefully equipped humans with features that serve no other purpose other than making it possible to have gay sex.

tisdag 6 april 2010

Pokémon Tabletop Adventures!

Okay, so I'm pretty sure I've told everyone about this already, but I'm going to blog about it anyway cause, hell yeah.

Pokémon Adventures! It's a tabletop roleplaying game where you play Pokémon trainers! The rules for putting together a trainer are, as of yet, not complete - but the rules for designing, catching, and duelling with pokémon are finished! Trainers are easy, you can use almost any game system to cobble together an ordinary dude - so it's basically playable with a bit of conversion work!

I already tried putting together a Squirtle, it's easy as pie; just look up a Squirtle's statistics, adjust for personality, and then when your pokémon levels up you have to observe certain rules (like, Squirtle, Wartortle and Blastoise must always have Defense as their highest stat) - otherwise you're good to go! Pokémon duels follow the same basic rules as they do in the Gameboy game; attacks almost always hit, and deal damage or inflict certain special effects on enemy Pokémon. When rolls are required, they're handled with d20s or d100s. As usual, the most difficult part of strategizing is choosing which pokémon to use.

This rocks and as soon as there is free time for it, I am going to design an adventure. The only problem I can foresee is what happens if you should ever need rules for Pokémon vs. Human or Pokémon vs. Environment, as they never really address that in the game, and not much in the TV series. Presumably, though, humans are just plain screwed against even a basic Pokémon, and the environment causes serious problems for any Pokémon without an affinity for it (like, don't try to make Diglett swim, and don't leave your Bulbasaur in a rockslide).

When (not if) we eventually play this, I will only use the basic 150 Pokémon, and starting trainers will get to begin with one of the following: Bulbasaur, Charmander, Squirtle, Geodude, Machop, Abra, Pidgey, Caterpie, Gastly, Zubat, Oddish. For balance reasons, the game doesn't allow you to start with Pikachu, only Pichu - but Pichu is not part of the original 150, so sorry dudes.

lördag 27 mars 2010

General Geekery

So I've been looking into some RPGs that I might want in the future, try some new things and stuff. I know very little about them other than what I've gleaned from forum discussions, rumours batted around on the Internet, and short articles.

I'm going to make a handy list for myself here (and also, it's my birthday in a short while. Eh? Eh?)

Kult: Death Is Only the Beginning is, well... a cult game, by now. Famous for being very dark, very offensive and accused of having inspired at least one murder and at least one suicide, it's more or less a collector's item. It's a Gnostic game in which characters gradually go more insane. Don't think I'd like to play it, but it's so famous that I should probably own it. Would probably prefer the English version, though it is a Swedish game.

Adventure! Also a cult game, this game focuses on a group of psychics and superheroes in the 1920s Pulp era. You basically play as Indiana Jones fighting against psychic Nazis, monster-worshipping cults or pulp-era supervillains - think the early superheroes from Watchmen. I know very little about this game, except that it's famous among White Wolf fans.

Aberrant Taking place in the same world as Adventure! Aberrant is a relatively famous superhero game. It runs on the same engine as Exalted/old World of Darkness, but with themed groups of superpowers allowing for creation of superheroes. It's reputed to have a good focus on character interaction, and also to have a slight Watchmen-feel about it.

Cthulhu Tech It's H.P. Lovecraft meets Alien meets giant mechas! This game focuses on war with alien superbeings in a dark future, placing characters in the role of mech pilots, weird fringe sorcerers, beastmen, symbionts and other people who fight the strange by getting stranger. Also: People in giant mechas fighting against cosmic principles, pitting human hope and fighting spirit against the fabric of the universe itself? Who the hell do you think I am?

Shadowrun Simply too famous not to have at least tried, this is a somewhat silly mash-up of Neuromancer and J.R.R Tolkien. A cyberpunk fantasy game, Shadowrun is very widely renowned for being an interesting setting, although the rules may be somewhat clunky, which is a big turn-off for me.

Edit! Forgot some vital ones:

Pathfinder The famous "D&D 3.5 + 0.5", this game is an alternative to the 4th edition for those who preferred the track 3rd edition was on. While I don't play a lot of D&D these days, it seems like it could be fun and it fixes a lot of the problems with D&D - for instance, there are far fewer "dead levels", levels where nothing happens.

Scion: Hero This game is about the children of gods, half-gods wreaking havoc in a modern world as the old Titans return to, well, mess with people presumably. It's pretty much the Percy Jackson series, except made by White Wolf, running on oWoD mechanics and a penchant (as usual for White Wolf) for really weird stuff. Bonus points for allowing you to play children of voodoo gods, because voodoo is awesome. There are two "sequels"; Scion: Demigod and Scion: God.

måndag 15 mars 2010

Character Creation Styles

So I've been thinking more about the theory behind gaming lately, and I started to wonder what method of creating characters is the best. Since this varies from player to player, I figured I'd throw out a general question, including a fancy-schmancy poll for the lazy (although, I'd prefer if you elaborate in a comment).

After some thought, I boiled them down to five basic variants. They are listed below the fancy-schmancy poll itself.

Which character creation style do you prefer?






Exalted Style: Exalted Style can basically be described as "Gung-ho make any character with the permitted rulebooks. Give this character a motivation and a backstory. The Storyteller then bases the story entirely on the characters, and makes no plans until he has the characters available."
Pros: Allows for a story tailor-made for your character, allows for players to control the story more, offers the most freedom.
Cons: Very slow, most of the creativity burden is on the player, issues with getting the group to fit together.

Vampire Style: Vampire Style is a little more constrained than Exalted style. Here, the idea is "Make a character belonging to one of these factions" or "Make a character with a motivation based on this-or-that". Basically, it's a very loose guideline (like a team you must belong to, or a thing like greed that motivates you).
Pros: Allows easy integration of story and character, offers much freedom.
Cons: Makes some character concepts wonky or inapplicable, moderate creativity burden on the players.

Tactical Style: This style refers to the Storyteller attempting to make the group work out tactically without constraining the characters much storywise. Players are given guidelines like "Make a halfling rogue specializing in stealth" or "Make sure your character is good with guns, stealth, and possibly mental traits, but avoid social skills".
Pros: Allows for very efficient team-play, offers players a basic idea for a character.
Cons: Very restrictive in character design, characters may still not integrate into the story proper.

Convent Style: Normally used at convents, this style is when the Storyteller handles the character creation in detail. Normally this means that the Storyteller assigns all the stats and traits, and details what the character is doing here and what he/she wants.
Pros: Characters fit the story seamlessly, team-play is improved.
Cons: Very little creative input by the player, can't cater to all tastes.

D&D Style: This is the style used by most "plug-and-play" adventures, like the ones you buy at a store. The Storyteller and the players do their work entirely independently, with no constraints on neither party. Then, some effort is made to fit the characters into the story after both are finished.
Pros: Speedy and easy way, minimal preparation needed, all character concepts are viable.
Cons: Characters may not integrate into the story at all, heavy modification may be necessary.

tisdag 9 mars 2010

Karma Man

I forgot to tell everyone this, but now I remembered! I have a prayer wheel now!

If I had a camera I would take photographs of it, but I don't because material possessions are a worldly thing, bitchez!

Anyway, I can spin it for good karma. Like, to make up for saying "bitchez" twice in this blog post.