Sunday, April 10, 2005

New Look

Or Chuck makes DC 10 Computer Use skill check with only 1 rank

There's a slightly new look to the blog these days. Look over to the left and you will see a list of links to some important websites where you can find out more about me and my work.

And yes, I edited the blog template all by myself!

Chuck

Saturday, April 09, 2005

Review round-up: Blood and Relics

Jeremy's on fire, another pre-review posted to his blog (he puts them up here before his site, rpgnet and ENWorld).

http://jeremysreviews.blogspot.com

Tuesday, April 05, 2005

Review Round-up: Legends of the Samurai- Mystic Arts

Another review from Crothian, this time for the second book in the LOS series, thanks to Crothian for the thorough and thoughtful review.

http://www.enworld.org/reviews.php?do=review&reviewid=2144275

Monday, March 28, 2005

Back and Forth

So when I started this blog I gave two basic reasons for doing this. The first (and primary) reason was to discuss the thoughts and decisions that make up a design for a professional RPG product and the second was to just share my random thoughts.

Looking over this blog, one might come to the conclusion that what I think about when I work is... not work. The "what I'm thinking" posts have the "work process" posts so flanked they get an attack of opportunity for making their attacks of opportunity.

So, to even things out a little, let's look at the state of Legends of the Samurai.

One of the things that makes up a big part of any design process is the back and forth between the designer and the developer.

The role of the developer is one that's really misunderstood and is often invisible to the reader of a book.

In part this is because the developer is part of the background. You see the words, and the art and the layout. They immediately leap off the page as integral parts of the work and if one of them sucks then you know who to flame on your favorite board, cause his name is in the front.

However if the developer does his job badly then you might just end up flaming the wrong person.

When you work on a project, each member of the design team has his head in his own piece of the puzzle. This is a good thing. Writing, art, cartography... these things are pretty hard and the people doing them need to bring all the talents they have to bear to make them as lights out as possible.

What this means, however, is that these people also have blinders on. The developer is there to watch over the whole process and make sure it gells. He keeps his eye on all the people working on the book and makes sure they're all moving toward the same goal.

Here's an anaology. You're in a maze. There are 4 other people in the maze too. There are 4 seperate ways out of the maze, meaning that you all stand a great chance to make it through to the other side. However, you all need to exit by the same door for maximum results. Maybe only one of the maze's exits have cheese behind them. Maybe one leads right to a moustrap. Who knows.

Now the developer isn't in the maze... he's there to make sure everyone reaches the right exit at the right time. Since he isn't running the course, but is watching from above, he can track things.

Ok... for those of yelling "enough with the fucking mice" in your best Tony Soprano, here's a more concrete example.

Say you have hired a top-notch cartographer to work on a book. He's doing a map of a primary campaign setting to be included in that book, along with several smaller maps of churches, a town, a city.

These maps are nice eye candy, but if the writer provides detailed descriptions of them, they become a much more useful piece of the art budget than some random line art. The developer can make sure the designer knows he needs to provide some map descriptions and can give him a detailed look at what areas the maps are going to cover.

In the case of RPGObjects, a small company, everyone tends to wear multiple hats. Chris Davis, the owner and guy who signs my checks (and a wonderful, wonderful person) does the layout and also serves as the developer for almost every project I write. We have a great working relationship and our back and forth (the bouncing of ideas and concepts between designer and developer) is a big part of the synergy that makes our books click.

Sometimes the back and forth is about something big. Armor as DR? Might be too different from the mainstream. Why is that important? Well the more easily things work together the more utility the book has. In the case of Legends of the Samurai, for example, we want people to be able to adapt OA adventures from Dungeon as easily as possible. So even if Armor as DR is a better option overall, it might be the best option here.

Sometimes the back and forth is about something... not so big. Maybe the book needs to be a few pages longer or a few pages shorter. Maybe a complicated rule needs an example.

These things might not always be apparent to me as a writer. Im too invested. Nothing needs more explanation, my writing is clear. It is beautiful. It is art.

As I get back into the flow of finishing Samurai, I'll have more thoughts.

Chuck

Friday, March 25, 2005

Spirit of Trek II: To Boldly Go

I have to say I was skeptical of Star Trek's return to television.

One thing about Gene Roddenberry and company, they don't lack in balls. Star Trek: the Next Generation was an attempt to prove that Roddenberry hadn't just lucked into some great characters and a great, gun-blazing, wagon train to the stars premise.

He was going to prove that he had created a universe. A place where an endless series of adventures could be set.

And in many ways, Next Generation (hereafter referred to as TNG) was about as different from the original series as possible. A Klingon stood on the bridge of the Enterprise. The women dressed as same as the men. The Captain really *did* come in peace and actually asked the opinion of those around him. In fact, the ship was run by committee.

It was jarring, and it took some getting used to. In the meantime, however, the eye candy sure helped. Special effects had come a long way, and TNG brought that new technology to bear week after week.

For me, however, three things really stand out about TNG: the development of Worf (and Klingon culture in general), the Borg and the beginnings of the development of the Trekiverse.

Ronald Moore (now departed from the franchise and fuck you too Berman and Braga) deserves a lot of the credit both for the development of Worf and the culture of his race. If watch the credits you'll find that Moore wrote a lot of the episodes with a military bent and a lot of *those* featured our sullen, ridged-headed friend (naturally).

The Borg started out as an "alien of the week". They were the really big stick used by Q to bash a little of Picard's arrogance out of him (very little, but there was a lot of arrogance there you have to admit). However, the "Best of Both Worlds" they came back with a vengeance.

Now Trek has always longed for that "recurring villain" factor. In fact the origin of the Klingon race was an edict from Paramount to give the series a recurring villain. In TNG this lesson was taken to heart and a nemesis (Q) was built into the show from its very inception. Some other faltering attempts at a recurring villain had been tried (anyone remember when the Ferengi were introduced as the big, bad, mysterious villain?) with mixed results. However, Best of Both Worlds brought a whole new dimension to the table: the Cliffhanger.

And not just any cliffhanger, possibly the best one in television history. I still remember watching the clock and thinking to myself (this is cool and all, but there's 5 minutes left in the show, time for Data to pull something out of his ass and get this over with). And when I realized that they were going to make me wait till next *season* to find out what happened... well let's just say I was hooked.

Lastly, TNG really took to heart the concept that there was a whole universe out there and set to exploring that concept. Through the "alien of the week" mechanic, long built into the show, they began to add pillars to the universe. Weight-bearing ones too. The Ferengi, the Cardassians, the Bajorans and the Trill all were created by the TNG writing staff.

Minor, "lower decks" characters also served to fill out the show and the universe. Not everyone was a bridge officer, and actors were hired for short term commitments to show different elements of the ship and different sorts of characters. Ensign Ro, the Bajoran with a bad attitude (and template for Major Kira). Chief O'Brian, proving what we all knew all along, that Star Fleet, like all military organizations, really *was* run by the enlisted men. Barkley, the brilliant, but thoroughly introverted and Holodeck-addicted engineer. Ensign Lefler, a Star Fleet brat and party girl who lived her life by a series of obscure laws (and played by a smoking hot 20-something Ashley Judd at that).

These seeds took root and really showed just what could be done by treating the Trekiverse as a living, breathing place. When the crew left a world or an alien spacecraft at the end of an episode, you never knew if that was the last time they would be seen (as opposed to TOS where recurring characters were... well there were the Klingons, Romulans and Harcourt Fenton Mudd).

To be continued...

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