Interview 13: Vincent Baker

Posted in Dogs in the Vineyard, In a Wicked Age, Interview, Non-Actual Play, Poison'd on April 17th, 2010 by Kevin Weiser

After running three of his games back-to-back-to-back, we were pretty excited to sit down with D. Vincent Baker to chat about our experiences. We spend some time talking about aspects of Dogs in the Vineyard, In a Wicked Age…, and Poison’d, as well as cover some of his basic design philosophies. Unfortunately our first attempt to conduct this interview met with some nasty technical difficulties. There are a couple references to the fact that this is the 2nd attempt, but we only got about 10 minutes in, so no worries, you didn’t miss anything. This interview was great fun, and we can’t wait to have Vincent on again to talk about abandoning games!

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Discussion Episode 18: Poison’d Review

Posted in Discussions, Non-Actual Play, Poison'd, Review on April 1st, 2010 by Kevin Weiser

Dan, CJ, Kevin, and Brandon sit around for a bit and discuss their thoughts on the most piratey of RPG’s: D. Vincent Baker’s Poison’d. We discuss the basics of character creation, conflict mechanics, and how play works out. To be succinct, it’s nasty, brutish, and short. Good stuff!

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Poison’d Actual Play Session 3 Finale

Posted in Play Sessions, Poison'd on March 25th, 2010 by Kevin Weiser

Things were looking up for our nefarious crew of the Dagger when we left off last session. That doesn’t last long. This session is an impressive display of bad rolls making the situation worse with every turn. Give a listen and see how Poison’d lives up to it’s moniker of “Reservoir Dogs on a Boat.”

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Poison’d Actual Play Session 2

Posted in Play Sessions, Poison'd on March 7th, 2010 by Kevin Weiser

The crew of the Pirate ship the Dagger beaches itself upon Isla Luna to gather much needed water and supplies. Murmurs of discontent can be heard rippling through the crew, as Isla Luna is well known for being the home of a powerful witch. What’s the worst that could happen? Word to the wise: this episode gets pretty rank. “Dirty Dick Wiggins” makes good on his name, among other atrocities.

Roles

Brandon: Dirty Dick Wiggins Ship’s Gunnery Master

CJ: Bloody John Parr Ship’s Surgeon

Kevin: Solomon Cruikshank Ship’s Captain

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Poison’d Actual Play Session 1

Posted in Play Sessions, Poison'd on February 28th, 2010 by Kevin Weiser

Kevin, CJ, Dan, and Brandon sit down for our third and final D. Vincent Baker game: Poison’d: A Pirate RPG. This session covers the creation of our individual pirates, as well as the crew and specifics of our pirate ship. We do just a tad of roleplaying at the end to get a feel for how Success Rolls work, and set things up nicely for next session. So far we’re all enjoying it a lot!

Roles

Brandon: Dirty Dick Wiggins Ship’s Gunnery Master Soul: 4 Devil: 4 Brutality: 4 Ambition: 4 Brinkmanship: 4

CJ: Bloody John Parr Ship’s Surgeon Soul: 4 Devil: 4 Ambition: 4 Brutality: 3 Brinkmanship: 4

Kevin: Solomon Cruikshank Ship’s Quartermaster Soul: 4 Devil: 4 Ambition: 5 Brutality: 5 Brinkmanship: 5

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Interview 11: Ron Edwards (Part Two)

Posted in Interview, Non-Actual Play on February 15th, 2010 by Kevin Weiser

Here’s the 2nd half of Kevin’s interview with Ron Edwards.  In it we discuss the necessary skills and attitudes for approaching gaming, a breakdown of some of Kevin’s prior difficulties with Sorcerer, and finally some discussion on what The Forge is all about. Kevin does a fantastic job of sticking his foot in his mouth by comparing The Forge GenCon booth to a Scientology recruiting station. See how he backpedals! Awkward comparisons aside, I had a great time sitting down and talking with Ron. I look forward to seeing him again at Forge Midwest 2010!

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Interview 10: Ron Edwards (Part One)

Posted in Interview, Non-Actual Play on February 7th, 2010 by Kevin Weiser

While Kevin was over in Chicago to hang out with the Jank Cast he got a chance to sit down with Ron Edwards for an hour or three.  I’ve broken the interview down into two parts for ease of consumption. In this first part, we talk a bit about his inspirations for his new game S/Lay /w Me vis a vis early gaming history and the conservative crackdown on all things considered “obscene.” Then we move on to discuss how identity politics can interfere with system discussion, and then a bit about why and how he wrote Trollbabe. Stay tuned for part two!

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Discussion Episode 16: Dogs in the Vineyard Review

Posted in Discussions, Dogs in the Vineyard, Non-Actual Play, Review on February 4th, 2010 by Kevin Weiser

Our review of “Vincent Baker’s Concentrated Awesome” aka Dogs in the Vineyard. We sit down to discuss the dice mechanics, moral ambiguity, and how advancement is inextricably tied into not only changes to your character, but also the damage model. Also, Brandon’s still not over his fear of cows.

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Dogs in the Vineyard Actual Play Session 3 Finale

Posted in Dogs in the Vineyard, Play Sessions on January 22nd, 2010 by Kevin Weiser

Dogs in the Vineyard wraps up with the small ranching town of King’s Crossing. The players experiment with taking on conflicts solo, and finds some pretty serious challenges facing their characters. The defeats culminate with a very tense final showdown!

Unfortunately this is our last session of Dogs. We had a pretty rough three months this winter and have only managed to record twice due to plague, work, weather, and holidays. It was very difficult to keep the momentum going, but we all feel this is a good session to end on. The conflicts were tough, the morality fuzzy, and the ending suitably tragic.

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Dogs in the Vineyard Actual Play Session 2

Posted in Dogs in the Vineyard, Play Sessions on January 4th, 2010 by Kevin Weiser

And here we have our first full town for D. Vincent Baker’s Dog’s in the Vineyard. The gang learns a few good lessons this session. Namely, there’s pretty much no stopping a group of Dogs when they team up, and no matter how bad you don’t want your cousin to be a Sorcerer, sometimes you just have to face facts.  This town was created by Jason Morningstar, and is based on the true story of Olive Oatman. When Jason found out I was running his towns, he shot me an email warning that a few of his early town designs aren’t the most ideal. I thanked him for his concern, but went ahead anyway.

Since then, I’ve done a LOT of reading on the lumpley forums on The Forge about town design, and gotten a bit of play under my belt. I now know what Jason was concerned about. I’m not sure if it comes through in the recording, but this town lacked the tension of some later ones I’ve run, and I know exactly why: The situation was too clear, the antagonist too one-sided, and the problems of the town hadn’t escalated to Hate and Murder yet. Vincent recommends ALWAYS designing a town up to Hate and Murder. I learned a lot from running this town, and my second town is one I made myself, and I think really hits all the right spots for what a town should be. Stay tuned for that!

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