Sep 222012
 

Many of you who are classic table-top RPG fans may have heard of Monte Cook’s Numenera Kickstarter project; an RPG set in a distant age of earth known by its natives as the Ninth World. Those who follow the design and development of RPG’s know Monte and are familiar with his prior work on D&D 3rd edition and Ptolus among many others. This project would have had a core of supporters just given his reputation and it would most certainty have funded at its goal of $20K. I was an early backer and felt confident it would make the cut.

Numenera funded 2,586% over its goal at $517,256.

I don’t think anyone could honestly have seen that coming.

Feel free to take a moment to close your gaping mouth. You might wonder what this means for the future of tabletop role-playing games. Well, if there is a Tenth World in Numenera I think we just teleported into it.

Kickstarter has enabled individuals and small publishers to launch projects without the backing of a major publisher. This has proven beneficial to gamers of all types. As a board gamer, I backed Dirk Knemeyer’s Road to Enlightenment, a game I don’t think would have been anywhere near the quality of the final product without successful funding. I believe Kickstarter has ushered in the golden age of game capitalism. I for one am euphoric.

Now, Numenera wasn’t the first RPG taken to Kickstarter, (see GM Sarli’s e20 System Evolved for an example of a pioneer (also a backer)), but Numenera had all of the right chemistry to boost the category from minor release to major project. It benefits from Monte’s notoriety, his design cred, his social media presence, and the well presented video and early supporting material for the setting.

However, I think there was one other small nugget that made this project enticing, nay, I’d even say seducing to many of us. Monte’s unexpected departure from the D&D Next design team. That happened in late April and Numenera was launched August 9th. It is known that Monte uses homebrew to play test and assist in design of his core rules and mechanics. Ptolus was used for this purpose during the development of D&D 3rd edition. Was Numenera his homebrew for D&D Next? Was there creative differences on design techniques that we are now seeing as part of the roleplaying architecture of Numenera? All speculation, but speculation that makes this project all the more appealing to be a small part of.

Endnotes:
Here are some interesting stats on where Numenera falls in the Kickstarter universe: Of successfully funded Kickstarter projects, those funding over $100K are a mere 0.9%. Of those projects funded between $100K and $999K, 20% were games. How many do you think were tabletop RPGs? Ill leave that as an exercise for the reader.

Source: Kickstarter Stats

Sep 092011
 
Ichigo kurosaki

Bleach is a Japanese anime focused on the life of teenage Ichigo Kurosaki who discovers he has special powers and throughout the show sees those powers grow as he faces challenges and battles against powerful supernatural beings.

In the story, there are thirteen court guard squads, each with a captain and a lieutenant at the head. Ichigo fights against the same enemies as these squads, but sometimes comes into conflict with them and their leaders. Whenever a situation threatens someone’s life, or the very existence or the world as we know it, the Emperor who rules over the court guards rules in a way that seems to intentionally hamper the pursuit of right over wrong.

A typical conflict more or less follows this sequence…
– An innocent person is accused of doing something wrong and the laws are strictly applied, resulting in that person being hunted down and/or put into prison
– One of the subordinate leaders, or an “outsider” (e.g. Ichigo) acts despite their orders or rules, and initiates a rescue or other actions to clear the accused person’s name
– Some of the captains or other outsiders rally around the rebel and help in the cause, out of devotion to the accused individual or to save a world or dimension that is in peril
– Throughout this, the emperor continues to enforce the rules, refusing to intervene and even seems to impair those attempting to do the right thing
– Eventually, the rogue group succeeds

Given that the efforts inevitably lead to a successful outcome, we can draw two possible conclusions:
1. The leader is worthless
2. The leader is a genius at developing his captains

Have you ever been asked to do something, or inspired/provoked to go against the grain to prove your point about something to your boss? Maybe you were so determined that you worked extra hours to crunch the numbers, or came to work on Monday with a counter-proposal you worked on all weekend. When this happens do you feel grateful or frustrated? You should say “thank you” because you’ve just grew a little bit.

Perhaps the emperor’s approach is obvious to Japanese viewers, but to Western viewers, it must seem that the emperor should be replaced with someone who has a clue. I suspect he is creating the situations and watching to see who the real leaders are. Interestingly enough in the story, they tend to be the youngest ones.

Aug 132011
 

In this 2007 followup to his “Synthetic Worlds” book, Castronova sent me on a journey of new ideas. Some of his ideas made sense right of the bat, while others made me stop and reflect a bit. All of it is insightful and thought-provoking. Essentially, the work lays out a vision for what is expected to happen along the evolutionary lines that virtual worlds have been following since the early days of MMOGs. The book also discusses some projections and suggestions about how we can expect our real world to be affected by the very real trend that people are devoting more time inhabiting virtual worlds and spending more of their wages there.

The book lays out a set of predictions, each of which is elaborated on throughout the book. At the core of the book’s vision, is that as virtual worlds become more attractive to inhabit and earn income from than the “real” world, more people will spend more of their time there. This is no different than people who save up or dream of moving to a real-world location that will be more beneficial to them, for whatever reason – climate, taxes, job opportunities, etc. Millions of people already “migrate” to virtual worlds for a significant period of their time each week, and some of them have jobs and earn real income there, like “builders” in Second Life.

Another major point is that much of the attraction of virtual worlds and online games is the “fun” it provides to the player. Castronova warns that real-world jobs and experiences need to compete on that basis. I think many of us can look back at our prior TV viewing habits and recognize that we are spending much less time on that form of entertainment. An unfortunate consequence may be that we are also spending less time on healthy and rewarding outdoor activities.

Castronova’s main predictions from 2007 are as follows:
1. Even larger numbers of people will spend many hours inside online games
2. The public will come to think of game design and public policy design as roughly similar activities
3. Game design techniques may find their way into real-world policy debates
4. Public policy will begin to focus more directly on human happiness, even fun, than it does now. Ultimately, games will force “fun” onto the policy agenda.

One of the more believable changes that could come about, in my opinion, is that gradually, companies will begin to provide employment progression that is not limited to how many people can obtain the highest ranks in the company. In the same way that MMO players “level up” by reaching certain amounts of experience points, each person can proceed at their own pace to become knowledgeable and capable enough to earn the points necessary to reach each successive rank or title. Just as some MMO quests are simply not practical to “solo,” teaming with others would be required to develop some of the skills necessary to proceed up to higher ranks.


Additionally, we are starting to feel the effects that Castronova predicted with all the talk and activity around the “gamification” of mobile applications and real-world experiences – even to the point where many people feel it’s overused, such as getting a badge (icon or image) when you simply arrive at a physical location or click an icon on a website without having to apply any skill or strategy.

There’s more to the book than what I’ve highlighted, such as tax policy issues for virtual world earnings, but now it’s up to you to take that trip if you’re interested.