I had this whole series typed up before
I made the first post. This section keeps changing as the evaluation
shifts. I decided to go ahead and post this so we can move on even
though I know this is not the final state of what we have learned
from this first session.
Wednesday, December 31, 2014
Tuesday, December 16, 2014
The Story of Icons of Paragon City
The run was originally intended to be
six sessions with two one off sessions using different characters in
the same setting and using the same rules provided by the game
master. I missed one of the regular sessions so that was shortened to
five. The first one off session was Halloween weekend and saw the
players taking on the role of Universal Movie Monster clones funded
by an unhappy Council. The other one off we played Worms: Armageddon
as not many showed up as it was Thanksgiving weekend, but it was
going to see the players as Walmart employees in Paragon City
reliving Black Friday in a Groundhog's Day scenario. I guess I like
horror themed one off games.
Monday, December 15, 2014
The Origin of Icons of Paragon City
I am a member of some forums where some
of us would get together on Saturday nights and play games sometimes.
More often than not the game we played was Cards Against Humanity.
The game is fun, but you can only cycle through the same cards so
many times before the charm begins to wear thin. Roleplaying games
and an interest in trying them had been brought up a couple of times,
but no one had a real go at running a game for the group as far as I
know.
Friday, December 12, 2014
Actually, It's About Ethics in Game Journalism
The gaming community has been in what
might be seen as the precursory rumblings to the gaming equivalent of
a Civil War. The debate has to do with opinions concerning gaming and
have made practically everybody touching the subjects involved look
bad in the process. Gamergate is at the center of these debates as of
right now. I do not mean to suggest those that support Gamergate are
better or worse than anybody else, but elements from all sides have
done wrong over the course of the past few months and the topic of
Gamergate is featured heavily in those discussions right now.
Sunday, November 30, 2014
Blog Fail November 2014
I have yet again not worked to maintain
my blog. Sure, there are some articles sitting in folders waiting to
be published, but I have not taken the time to upload them. There are
two articles right now ready to be added to the Lurker Series along
with a few others I should probably look over as some time has
passed since writing them. I truthfully do not know what I will be
sharing or not in the future. It looks like the Lurker Series may
never be added to in the future due to drama of my own creation.
Tuesday, September 16, 2014
Da Besterest Pony!
This is a continuation of the Lurker series. In this series I take topics I have liberated from oppression
and did not totally steal from other bloggers. Today we look at...
"Which
My Little Pony: Friendship is Magic pony is the best pony, and
why."
Out
of the topics covered so far in this series, this is the one I feel
the most confident about my answer. That answer is simple. The red
one. The reason why is because red ones go faster. You can not argue
with science.
I
have little experience with My Little Pony. My roommate's grandkids watch
it. I have caught a couple of episodes as I like to know what forms
of entertainment the kids are exposed to. I might have attempted to
convince one of the kids that every time someone says "Thank
You" a pony gets its cutie mark. No, she did not buy into my
lies. I have watched enough of the show to know it is one of the
better children's cartoons. I do not watch a lot of television myself
so this show becomes part of what I do not watch. If I had to watch
children's programming twenty four hours a day then I could accept My
Little Pony as part of the rotation.
I
understand there are adults that enjoy this program. I take no issue
with this. The writing is snappy with a bit of wit thrown in. Yes, it
is children's programing, but so is most of television if we remove
theme and look simply at the level of writing and story involved.
Most media produced for mass consumption has a target audience with a
second grade or lower reading level. I do enjoy reading people bash a
children's program for not meeting a higher standard the reviewer
does not hold to most other television programs.
I
have yet to see anybody come to direct harm as a result of themselves
or someone around them being a fan of My Little Pony. I enjoy many
hobbies where others have attempted to make me feel small due to
their own misunderstandings. Part of the reason for this blog is
because I am used to hiding my hobbies from others. Nobody should
feel ashamed for liking something somebody else does not as long as
no harm comes from their participation in that hobby.
I am not a fan of My Little Pony. I am not a pegasister, nor a bronie, nor whatever label fans are applying to themselves today. I know what pegasi and unicorns are because the words exist outside of My Little Pony. My knowledge of that world is limited. Apparently it consists of friendship and magic. I do know the kids like the show. From what little I saw I deem it safe for their viewing.
I
do have friends that like the program. These are good people, some of
whom I love dearly. I am not going to belittle or scorn them simply
for enjoying something I myself do not take part in. I have a couple
of friends I have even seen positive changes in their attitudes or
behavior since they discovered My Little Pony. Who am I to take that
from them?
![]() | |
http://wylfden.deviantart.com/art/My-litte-Lobo-369281468 |
After
some reflection I would like to change my answer. My answer is you.
You are the best pony. You have the power to embrace others with the
magic of your friendship. Please, be the best friend you can.
Friendship is the magic that happens when we work together.
Friendship is greater than the some of its parts. The world could use
some more ponies.
Wednesday, September 3, 2014
Assimilation of a Subculture
It might not seem like it to a reader
of my blog or to some of my acquaintances I have met through gaming,
but I become tongue tied when it comes to the topic of gaming with
people I do not already know also partake in a related aspect of the
various gaming hobbies. Gaming was something I was raised to be
ashamed of. It does not help when a very vocal minority actively
seeks to prove every bad thing that has ever been said about games
and the people that play them. Like any other group of people, it is
those furthest removed from reality that grab the most attention from
outsiders.
My
first brush with Dungeons & Dragons was secretive. I knew beyond
any doubt as a young lad that Dungeons & Dragons was not only
wrong, but downright evil. Still, it had a certain appeal to it. I
would sell off parts of my school lunch to other kids for pocket
change. I saved the money for a few months and bought the Rules
Cyclopedia from another kid. I read and reread that book over and
over and over again and again and again over a period of years. I knew every rule inside and
out by virtue of pure repetition.
I
had to hide the book from my family. It became akin to a sacred tome
I had to protect. This was not easy as I was searched semi-regularly
and under different circumstances. I would return home from school
some days to find I had to clean my room because it was torn apart in
a search. That book was the one thing that could have possibly ever
been found in these searches, and I was damned if I was going to
allow that to happen.
When
one spends more than a decade feeling like an outsider and keeping
something a secret, it becomes difficult to share that secret with
others not already in on the secret. It's a little embarrassing
actually how things come flooding out when you feel you can talk
about the secret. I can gush over various games for hours when I find
a fellow gamer. My natural reaction around people I do not already
know game is still to clam up and keep games to myself.
I
grew up to play a few different types of games. I have played some
console games although console gaming is one of the gaming hobbies I
am less familiar with. I own a few hundred video games for the
personal computer. I play a few different miniature games. Some of the earliest posts on this blog were for a Facebook game. I like
Magic the Gathering, but do not have the income to keep up with the
game and support my other hobbies. My current favourite card game is
Sentinels of the Multiverse. Board games are awesome. There are more
types of board games than I can keep up with let alone individual
board games. I have written my own MUD once upon a time. Role playing
is awesome and something I am almost always up for.
The
social stigmas are much different about gaming of all sorts than they
were when I was growing up. For one thing, there are more gamers than
people that do not game. Whether it be card games, board games, role
playing games, party games, video games, or what have you, people are
downright hungry for both interactive media and the social
interaction available through gaming. There is also a greater
diversity in the ethnic background and the sex of people that game
now compared to my youth. Increased diversity in the gaming audience
leads to increased diversity in game developers as well. Increased
diversity in game developers means increased diversity in gaming
experiences available to the consumer which feeds into increasing the
diversity of the audience again.
Recently
there have been many articles such as "The End of Gamers"
or "'Gamers' don't have to be your audience. 'Gamers' are over."
I think such titles state the reverse of what is happening in an
attempt to draw attention. Many of the articles I have read have
either tried to embrace a minority by declaring no one outside of
that minority a gamer, or tried to distance themselves from a
minority by declaring that they are not part of gamer culture even
though they partake in gaming and enjoy the history while sharing
aspects extracted from games socially.
The
label of gamer may come to lose all meaning, but it is only because
we are approaching a point where it would be easier to have a term
for people that do not play games of some sort than to have a tag for
people that do. To quote Syndrome from the Invincibles, "And
when everyone's super, (evil chuckle) no one will be." We live
in a time when there are gamers raised by gamers that are raising
gamers.
Gamers,
like many people that were once considered outsiders, are now part of
the mainstream. There are some gamers that are desperately attempting
to hold on to their outlier status. They typical methods for accomplishing this include driving other people away, defining what
is not a real game, or burying themselves in some niche within the
various gaming hobbies. If somebody enjoys a different type of game
or even game experience within the same games as them then they might
declare that person to not be a real gamer. The further away the type
of gaming moves from their niche, the easier it is for them to label
somebody as anything but a gamer. The less like them a person is, the
greater the chance that person is to be a 'Fake Gamer'.
Gamer
culture will still continue. The history of games will still be
there. We will continue to build on that culture as we move forward.
There are more people included within the game culture bubble now.
Hopefully, as more people pick up games we will continue to see a
wider array of games for us to experience. Gaming as a whole is no
longer a niche subculture. Yes, there are many types of games that
still are, but they bleed into Western culture even if many people
are not aware of the nooks and crannies where those games live.
I
view gaming and those that partake in gaming in a generally positive
light. I have seen a lot of good come from gaming. This is not to say
that people that play games are better people than those that do not.
Gaming provides a platform of common interest that I have seen many
people utilize to build communities and to help others. There are
many charitable events held every year that are tied directly to
gaming in one form or another. This is not to suggest that negativity
is not present. It very much is. It is thankfully a minority of
gamers, but it is a very vocal and brazen minority.
I
would like to apologize to anyone I ever made uncomfortable or caused
them to feel unwelcome when it comes to gaming of any sort. I
personally am still adjusting to the current times when society at
large considers it okay to enjoy gaming. I am so accustomed to living
in the corner that I am hesitant to venture further into the room
where the rest of the gamers are mingling and helping to introduce
others to gaming. The corner might be cramped, but I know this
corner. The corner is safe. The rest of the room, or people coming
into my corner brings the unknown. Fear travels hand in hand with the
unknown. This fear is a silly thing. I am working on conquering that
fear, but I am not there yet.
Tuesday, September 2, 2014
I have no dog in this fight
I present to the humble reader part
three of the Lurker series of blog posts. Each of these blog posts
will discuss one topic presented here. This particular post will talk
about...
"Which
would win in a dogfight: a Viper Mk.VII from Battlestar Galactica, or
an SA-23E Starfury from Babylon 5."
This
topic required a bit of research on my part. While I have watched
both shows, I do not keep up with the name of things in most
fictional settings.
[*|=======================================================|*]
|| Statistic | Viper
Mk VII | SA-23E Starfury ||
[*|=================+==============+===================== |*]
|| Height | 9.7
feet | 14.5 feet ||
|| | 3.0 meters | 4.4 meters ||
|+-----------------+--------------+----------------------+|
|| Length | 32.3
feet | 35.1 feet ||
|| | 9.8 meters | 10.7 meters ||
|+-----------------+--------------+----------------------+|
|| Width | 18.4
feet | 61 feet ||
|| | 5.6 meters | 18.6 meters ||
|+-----------------+--------------+----------------------+|
|| Tonnage | WtFK*| 48
metric tons ||
|+-----------------+--------------+----------------------+|
|| Crew | 1
Pilot | 1 Pilot ||
|+-----------------+--------------+----------------------+|
|| Acceleration | 9G | 10G ||
|+-----------------+--------------+----------------------+|
|| Rotation
Speed | WtFK* | 180 < 1sec||
|+-----------------+--------------+----------------------+|
|| Escape
Velocity | 3 minutes | Crash ||
|+-----------------+--------------+----------------------+|
|| Duration: | WtFK* | 2
hours standard ||
|| | | 20 minutes full burn ||
[*|=======================================================|*]
*Who
the Frak Knows? (WtFK)
I
could not find dependable tonnage for the Mk VII. Tonnage for the
SA-23E is anywhere between 15 and 48 metric tons. There was more than
one source that stated 48mt.
The
previous SA-23s topped out at 8Gs. The SA-23E/H/Psi top out at 10Gs.
All variants of the SA-23 restrict speed to 2G outside of combat to
save fuel. The Viper MKVII tops out at 9Gs, but the computer
restricts this to 7Gs to prevent pilot blackout. The Viper MkVII
operates at 1G when not in combat to preserve fuel. Rotation of the
Viper MkII is 180 degrees in 0.35 seconds. It can be assumed the
MkVII has close to the same rotation speed. Sources seem to conflict
on whether this would be slightly more or slightly less than the
MkII. The SA-23E has three aft thrusters while the Viper MkVII only
has three. Aside from the number of engines the Viper MkVII seems to
be built with more redundant systems than the SA-23E Starfury. The
Viper MkVII uses a cold engine system for changing orientation. It is
unclear if this is a gas or something else entirely, but it does mean
only the aft engines burn the primary fuel source as they are the
only hot engines.
Armament
The
Viper MkVII has three forward facing kinetic energy weapons. They
make use of 30mm rounds and can carry 1000 shots each. These are
probably belt fed. It also has two hard points, one on the underside
of each wing, that can hold one missile, pod, or extra ammunition
each. The design is such that attached weapons would fire in the same
direction the bow is facing. The maximum effective range of it's main
weapons is 1,200 meters in an atmosphere and 9,600 meters in
space.
The
SA-23E Starfury's armament is centered around four forward facing
40mm cannons with an additional two forward facing 30mm cannons. For
defense it comes equipped with a cutting laser and aft grappling claw
which may be used in combat, but its primary function is to tow other
vehicles. The SA-23E also includes eight hard points for additional
weapon systems or ammo capacity. The maximum effective range of the
40mm cannons is 160,000 km in space.
From unreliable sources it appears the
SA-23E Starfury has the thicker hull and the engines can take more
direct damage. The SA-23E Starfury has 4.2 centimeters of re-enforced
armour. I am unable to find specifications on the armour of the Viper
MkVII
Extras
The Viper MkVII has a sophisticated
electrical system even with the modifactions to protect them from
wireless transmissions. It's radar can pick up targets at a range of
644 km in an atmosphere and 64,400 km in space. The system can
identify and track up to 72 targets simultaneously. The electronics
can detect active radar sweeps that include the ship. The radar can
map terrain as well. The MkVII also uses a laser system to get
further details of terrain when flying at low altitude.
The MkVII has two hydraulic systems. The
secondary serves as a backup to the primary, but the fighter can lose
both and still operate with little noticeable difference.
I did not locate exact specs on the
radar system for the SA-23E Starfury. I would guess it would be at
least 160,000 km in space. If not then the maximum effective range of
its guns are inconsequential.
Conclusion
Now
that we have a little information we can make an informed decision.
Okay, not exactly an informed decision, but we are not exactly
picking a winner out of a hat. I would narrate a scenario, but this
blog post is long enough as it is and I do not want to stretch it out
into two parts. I think we all know who the winner here is.
Finish
them Shrike-B Class under the command of the Royal Manticoran Navy!
Friday, August 29, 2014
Fifth edition preconceptions
This is second post in the Lurking series. This post's topic is...
"What
s/he (Nymie the Pooh) thinks about the upcoming 5th Edition Dungeons
& Dragons, and which edition is its favorite. (Note: Pathfinder
is also an acceptable edition.)"
I
have been through a few renditions of the beta rules. I have
also looked through the free starter pdf available from Wizards of
the Coast. I have not played the game. I will be joining in a 5e game
next week.
I
like what I read. I have not looked at the rules in depth nor have I
any practical experience. The concepts I am reading sound great. I
can not really speak to fifth beyond that.
As
for versions, the edition I played the most was Advanced Dungeons &
Dragons second edition. I played so that much DMing AD&D 2e
reached the point where it was the easiest game I ever ran. There was
a time friends would invite me over to play. After arriving I would find out that
not only was I DMing, but they had already made new characters I had
never seen at a level they wanted to play in a setting of their
choosing. My familiarity with the system was at a level where I could
get the information from them then start on a fresh cigarette. The
game would be up and running before I was done with the first
cigarette. I quit smoking 16 Sep 2002 so that gives you an idea of
the time frame I am talking about here. Yes, I forget my own
birth date. No, I do not forget the day I quit smoking.
Alternity
is my favourite edition. It's my article, deal with it. Alternity was
my bag for a couple of years. There were way too many skills in that
game, and there were fiddly bits, but overall I liked it. For those not acquainted with
Alternity, it was a science fantasy game written by Bill Slavicsek
and Richard Baker. The publisher was Wizards of the Coast but they
were still placing the TSR logo on products at that time. There were
other noteworthy names that contributed to Alternity, but this is a
post about D&D editions, not Alternity itself. I believe
Alternity is important not only because it is a decent game,
but also because it bridges the gap that was created late in the
lifespan of AD&D 2e while preparing some of the ideas to come in
third. Many contributors to Alternity were also contributors to third
edition.
Third
edition is my favourite edition if Alternity is not permitted by the
made up rules I may or may not hold myself to. If WotC had not made the rule set available for everybody to sell content for, third would still fall where it does form me. Third was
a good transition from previous editions. In spite of the vast amount
of time I spent with AD&D 2e I can see it was a hot mess. I had a
lot of familiarity with the system and even I do not remember today how
exactly THAC0 works. I know I could figure it out and pick it up
again, but there is no need. THAC0 however is just one example, and
probably the most obvious one, of why third wins me over when compared
to previous editions.
I
have not played much Pathfinder. Most of the local Pathfinder players
I know are playing Pathfinder Society. The concept seems neat, but I
like the idea of the party being able to tell whatever story they
want. The idea that a character I have been leveling in one game can
be slotted into a game somewhere else and taken around the country
like that is a novel one. I can't help but wonder though what kind of
impact my character has on the world when those decisions are out of
the hands of anybody sitting at the same table I am at. How is this different from a video game where the quest hubs are at set locations? One of the
local GMs runs the same packet four times a week as he goes to
different locations. I admire him as he is a super nice guy and I do
not think my frayed sanity would continue to hold if I attempted to
do the same.
Fourth
edition is the version I have played the least discounting
Pathfinder. I have spent more time with the latest version of Gamma
World which was based on the same rules as fourth edition than I have
playing real fourth edition D&D. I do not think it is a bad game.
It has it's problems such as the time combat encounters require once
a few levels in. Like many, it does not give me a D&D vibe. It
reminded me quite a bit of games like Warhammer Quest and Descent.
Many say it reminds them of video games. I guess I can see that. My
friends used to refer to Warhammer Quest as Diablo the Board Game. I
think it was mostly how time was handled in relation to powers.
Warhammer Quest also had actions that could be used once per turn,
once per encounter, or once per dungeon instead of day. The time
spent in combat once monsters started to become hit point sponges was
the main reason I did not seek out games specifically to play fourth
edition.
Since
Pathfinder was permitted, I am going to expand on that
concept a smidge. True20 is a reworked version of third. I give the
edge to third here, but if you like third edition it might be worth
your time to take a gander at True20. I like all three versions of
Mutants & Masterminds. I was on a small team that got approval to
use the license in an Norse mythology themed supplement. About a week after
we got the okay to use the license Green Ronin announced second
edition would be released at that year's Gen Con two or three months
after the announcement. There was a lot of back and forth amongst us
as we tried to figure out how we wanted to handle it. The group fizzled as we were not looking forward to redoing the work we had already done, and would not know what would need reworked for a few months. Second edition was very strong however with a very active
community. Third edition is the furthest removed from traditional
D&D, but still an amazingly versatile system. I highly recommend
it if you enjoy d20 systems and want to try your hand at a super hero
game. It really is a great choice. If you can find it, there was a
fantasy supplement for second that is fabulous. I think both second
and third editions of M&M are better than D&D third, but they
build upon D&D and would not exist without D&D.
Those are my general impressions on some of the editions preceded
by a short blurb of me talking out of my elbow about fifth edition. I
think it is the best edition by Wizards of the Coast since third. It
has the potential to be the best edition from the little I have seen.
Whether it topples third or Alternity for me remains to be seen. If you would like to try fifth edition then you could do much worse than to read this article about getting started by Scott Martin over at Gnome Stew.
I
wish Wizards of the Coast luck and I hope their product line remains
both profitable and manageable.
Thursday, August 28, 2014
Ha ha! She said Peter!
This is a follow up to a post I made here. I shall address the first topic raised there.
"Nymie
the Pooh's thoughts on Peter Capaldi as the 12th Doctor, and what
that means for the series vis-a-vis its return to the "cranky
old man" doctor of the 1960s versus the "pretty boy eye
candy" of recent years."
Like
many between the ages of [REDACTED] and [REDACTED] that grew up in
the United States, my first exposure to Doctor Who was on PBS. Doctor
Who was featured back to back with Red Dwarf on Saturday evenings. I
did not watch many episodes, but the those I did catch on my 13"
black and white screen made up some of the most entertaining
television of my childhood. Both shows were fun, goofy, rip-roaring
yarns and fit well together. Sometimes a different actor was called
Doctor, but even without an explanation at the tender age of
[REDACTED] it was still a fun story so I was not overly concerned
with why the Doctor changed or who was portraying him.
Fast
forward a century. Well, to a new century at least. There had been
times in my life leading up to this new series where I did not own a
television. The reasons varied from not having money at one point to
never thinking about it. I did not miss television once it was out of
my life for more than a couple of months. Television was replaced
with little available free time. I would listen to audio books and
talk radio when I could however as that was a form of entertainment I
could enjoy while up and about doing other things. I bought a new
television and a cable subscription in 2004. This was more for other
people in my life to keep them occupied so they would stay out of my
hair than for viewing myself while I took advantage of the amazing
internet speeds.
I
did not watch the new Doctor Who when the series relaunched. I
actually started listening to the Big Finish audio dramas before
watching the new series. The first time I saw Eccleston's Doctor was
as part of a marathon on the SciFi channel. I binge watched
Eccleston. I liked him, but a lot of that story line is a blur now. I
also turned to Netflix to consume older content while I continued to
listen to the Big Finish audio dramas. I watched everything Netflix
had available at the time. I did not view the movie with Paul McGann
until after I had already fallen in love with him in audio format.
Eccleston
was a good Doctor. He was presented in such a way to fit in with
other popular television of that time however. I feel Eccleston
himself was great, but some of the writing felt a bit like it was
conceived for a different audience than the program [REDACTED] year
old me used to watch. He did not start as the Doctor for me, but he
grew into the role as the writers let his character become the
Doctor.
Tennant
was a refreshing change. He was permitted to start as the Doctor.
Tennant did a wonderful job of combining various aspects of previous
Doctors while injecting a bit of himself into the role. I do not know
how much of this was the actor himself and how much to attribute to
the writers. That is because actor and writers meshed so seamlessly
together to form this Doctor.
I
like every Doctor to this point. When I am comparing Doctors it is
from the angle of different degrees of positivity where none of them
drop into the negative for me. I like Matt Smith's Doctor, but not to
the same level as the other post Time War Doctors. It's a bit
difficult for me to put my finger on exactly why. Maybe it is that he
lacked a bit of that same child like enthusiasm as the previous two
Doctors. It was still there, but not anywhere near the level of
Eccleston and Tennant. I like many of his mannerisms. He had good
body language for the role and the way he used his hands is something
worth highlighting. I think it might come down to writing. Most of my
personal complaints with the seasons he was featured include timing
and the pace of the story lines. I like the Matt Smith Doctor, but I
do not always care for the writing during his time.
Let's
go back and look at some of the Doctors from before the third War in
Heaven.
The
first Doctor was William Hartnell. I do not think I got to see any of
his footage when I was younger. My experience with him is catching
some of his episodes more recently in my life or through other actors
portraying the character in audio format. Hartnell's Doctor was a
charlatan. Human's were beneath him, but he both needed and liked
them. He did not consider Humans as lesser beings, but he did treat
them as such at times.
Troughton
was silly. He was a bit foppish and came across strongly as a
presenter of children's programing. [REDACTED] year old me thought he
was an idiot and I found it a little demeaning that any adult would
think a kid would want this over the other Doctor's. I have enjoyed
Troughton in a couple of other things. His depiction of the Doctor
was perfect for what he was hired to present. There were times the
idiot facade would slip away as the writing would permit. The script
was mostly new ways to have the Doctor be an idiot however. I tend to
think of this time as the Doctor's toddler phase.
Pertwee
was a Doctor unto himself. If there was ever a Doctor
to have an action figure made of him or her then it should be
Pertwee. His figure would come with Kung Fu grip action to boot. I
liked him when I was [REDACTED]. He was the James Bond of the Doctor
Who franchise. It was during Pertwee's time that we started to see
story development extend outside of a single arc.
Almost
everybody that currently watches the show has heard of Tom Baker,
Doctor #4, even if they have never seen any episode he was in. I
believe Tom Baker may have been in the most episodes of any of the
younger Doctors. He is also one of the few to have been on television
outside of the United Kingdom prior to the resurgence from the
relaunch of the series. A search on Netflix or other services for
previous Doctor Who content will produce mostly Tom Baker content. I
have not checked in a while, but Netflix used to have more Tom Baker
available than all of the younger Doctors combined. He is easily the
most accessible.
There
is a whole paragraph dedicated to me avoiding the discussion of Tom
Baker's place as Doctor Who. You're welcome.
Peter
David was the Doctor many consider to be the first serious Doctor. He
had fun, and other Doctors had serious moments. Up to this point
Pertwee was the most serious Doctor, but he was also an action hero
where the times of all the other Doctors focused more on comedy or
drama. Peter David's Doctor was a bit of a petulant teenager at
times. He was an adult, and wanted to be treated like an adult, but
treated everyone like kids even when he was acting like a kid.
Especially when he was acting like a child. He was quite moody. He
was also the first Doctor which had a companion die as a result of
his actions. Much of Peter David's TV time had an undercurrent that
involved growing up.
Peter
David and the following younger Doctors have all performed in a lot
of audio dramas for Big Finish. Tom Baker joined Big Finish a few
years ago, but it was after the others have been there for a number
of years. I mention this because Peter David's Doctor is an adult in
the audio dramas. Even when interacting with the same actors
performing the same roles he feels much older. A lot of this is the
writing. Peter David's Doctor was growing up before our eyes on
television. Now we get to experience him as an adult.
Most
of my time with the next three Doctors has been in audio format. I
believe all three might have more content produced in audio dramas
than what was made for television. Their television appearances are
also harder to acquire than the audio dramas or the television
episodes of other Doctors. My opinion is very much influenced by
this.
With
Colin Baker it feels like the producers and writers wanted to return
the show to the time of Tom Baker. Colin Baker himself has stated he
came into the role wanting to wear black and was hopeful to continue
taking the show to more serious places by following the path laid out
during Peter David's time. He was handed a technicolour dreamcoat and
asked to play the role of a clown instead. He had serious moments,
and the actor tried to apply some levity where he could. The story
around him was permitted to be serious, but the Doctor was not. He
was that bright happy spot in the middle of all the darkness. It was
not allowed to touch him. Colin Baker got to play a darker Doctor in
the audio dramas. He still has that brightness to him even in that
darkness while being allowed to play a Doctor that is just as
realistic as any other.
Sylvester
McCoy is a bit like Pertwee to me in that he stands alone as his own
Doctor. Yes, each Doctor has been their own individual, but McCoy was
one where you do not really see the influence of the previous or
later Doctors often. McCoy is the Batman of Doctors. He portrays
himself as a doddering fool when he thinks he can, but he always has
a plan. He normally has plans within plans so his plans can plan.
McCoy's Doctor has a very bad habit of not sharing those plans with
his companions. Sometimes this is intentional, and other times it is
not. It's almost like he can not resist making overly complicated
plans then not sharing them as it might spoil the surprise.
Paul
McGann is the eighth Doctor. He is also the oldest Doctor Big Finish
has access to. Most know McGann's Doctor from only two things. The
first was the movie that was made for television where he wore the
most terrible||| amazing wig ever. The other is much more recent, the
short Night of the Doctor made to preview the Day of the Doctor
special. Viewers got a taste of what those that consume the audio
dramas are accustomed to.
Paul
McGann's Doctor is the gloomy Doctor. He does not see the light at
the end of the tunnel. He really is ready to die, and reaches that
point before the second Time War actually begins in his timeline. He
had lost a few companions, been trapped in another dimension, had
companions attempt to assassinate him, been turned into an evil God
from Gallifreyan legend, was responsible for mass genocide, and continued to try to be a good man. McGann is the Doctor that can most
definitely do wrong with no chance to fix things, yet he keeps
trying. If you can not tell from all my gushing, Paul McGann is my
favourite Doctor. He's not necessarily my Doctor, but he is the one I
rate higher than the others.
There
is one Doctor that came neither before the last Great Time War, nor
after it ended, but was born as part of it. This of course is John
Hurt's Doctor, sometimes referred to as the War Doctor. This Doctor
has only appeared as part of the television series and some prose. I
have not read any novelization or comic with this character in them.
I like this Doctor. I like him a lot actually. I would love to get
more of him. I think John Hurt perfectly portrayed that aspect of the
Doctor. I do not know how I would care for him in different stories,
especially if he happened to find himself outside of the Time War,
but he was the right man for that role.
And
now we are at Peter Capaldi. As of this post he has appeared in one
episode while his eyebrows made a guest appearance in another
episode. I like Peter Capaldi in the role. I do not know yet what
direction the writers plan to take the Doctor in and that plays a lot
into how I feel about a Doctor. The way he talked to the dinosaur
brought Troughton and Tom Baker to mind. That moment where he left
Clara behind was slightly reminiscent of Hartnell and McCoy at first.
The fact it was part of a plan reminds me of McCoy over Hartnell who
might have been more interested in self-preservation than saving
Clara. None of the Doctors want to kill, but McCoy and McGann's
Doctors sometimes view it as a necessary evil.
Capaldi
is pulling a bit from everywhere while still working something new
into the recipe. I do not know what to expect yet. I can not wait to
see where the Doctor goes next nor how he gets there.
Wednesday, August 27, 2014
I'm a Lurker
One of the friends I have met through
online gaming was one of the inspirations for me starting my own
blog. She has been receiving solicitations from parties interested in
a mutual exchange of advertising. You can read more about it here.
She quoted the solicitor a figure she would accept as well as
possible topics she felt were appropriate to her blog.
I do not have that kind of money to be
spending on advertising for something I do not draw an income from. I
also do not have any shame however. I decided to commandeer her
suggested topics for my own blog so I do not have to think up more
topics myself.
Here is her list of topics I totally
did not steal from her and insert my name into.
-
Nymie the Pooh's thoughts on Peter Capaldi as the 12th Doctor, and
what that means for the series vis-a-vis its return to the
"cranky old man" doctor of the 1960s versus the "pretty
boy eye candy" of recent years.
- What s/he thinks about the upcoming 5th Edition Dungeons & Dragons, and which edition is its favorite. (Note: Pathfinder is also an acceptable edition.)
- Which would win in a dogfight: a Viper Mk.VII from Battlestar Galactica, or an SA-23E Starfury from Babylon 5.
- Which My Little Pony: Friendship is Magic pony is the best pony, and why.
- What s/he thinks about the upcoming 5th Edition Dungeons & Dragons, and which edition is its favorite. (Note: Pathfinder is also an acceptable edition.)
- Which would win in a dogfight: a Viper Mk.VII from Battlestar Galactica, or an SA-23E Starfury from Babylon 5.
- Which My Little Pony: Friendship is Magic pony is the best pony, and why.
These are some specific topics that are
representative of what is covered by her blog. Two broad categories
that are subjects on her blog but not touched by that list includes
firearms, and the outdoors/wilderness/survival skills and products.
I realized I hit a gold mine on
possible topics I could utilize for my own purposes. A blogging god
might be capable of compressing all of these topics into a single
blog post. Us mere mortals however need all the help we can get for
creating new content. Each of these topics will receive its own blog
post from me over the days to come. I will update this post with
links to each blog post as I upload them.
Articles in the Lurker series
Prelude: This post
Ha ha! She said Peter!: Thoughts on Capaldi as the Doctor
Fifth edition preconceptions: What it says on the tin
I have no dog in this fight: Coming Soon (tm)
Da Besterest Pony!: Coming Soon (tm)
Dakka Dakka: Coming Soon (tm)
Surviving with Disabilities: Coming Soon (tm)
All unreleased blog posts are working titles subject to change.
Articles in the Lurker series
Prelude: This post
Ha ha! She said Peter!: Thoughts on Capaldi as the Doctor
Fifth edition preconceptions: What it says on the tin
I have no dog in this fight: Coming Soon (tm)
Da Besterest Pony!: Coming Soon (tm)
Dakka Dakka: Coming Soon (tm)
Surviving with Disabilities: Coming Soon (tm)
All unreleased blog posts are working titles subject to change.
Monday, August 25, 2014
Through the Breach Preview Part Two
This is the second part of my two part
preview of the Through the Breach RPG from Wyrd Miniatures, LLC. Part
one may be found here and covers the rules themselves. Part two is my
opinions as a reader. Please keep in mind this is a collection of
opinions from someone that has poured through the books a couple of
times but has yet to play outside of mock scenarios with myself.
The game looks like fun. The duel
mechanic is simple, but is added onto as the campaign advances so
there is complexity introduced as the players become more familiar
with it. I initially did not like how NPCs have static values by
default. This works similar to D&D where you might have an NPC
take ten, but it happens by default in Through the Breach. The more I
playtest scenarios on my own the more I like it however. NPC rank
alters the static value. If I need a harder encounter then I can
simply increase the static value in increments of one across all
values on the NPC. The reverse is true if I need to lower the
difficulty. By default most lower tier enemies count as always
flipping a five or six, where higher tier enemies are always flipping
a nine. This also plays into the idea that the player characters are
the masters of their own fates as the Fatemaster never flips for the
NPCs except in rare occassions.
I like the concept of how character
advancement works in theory. I particularly like that skill selection
is based on both what a character did during play along with what
direction the player wants the character to focus on. I realize
character advancement limits what stories are available to tell and
how long a campaign can go if you care about character growth in a
mechanical sense. Unless Wyrd releases supplements down the line to
change character advancement I doubt we will be hearing about groups
playing the same campaign with the same characters once a week that
last for a whole year let alone the decades possible with other games
without some heavy handed house ruling or creating a lot of advanced
pursuits.
I am concerned about store campaigns.
There are many sessions where new players are coming in and out and
it is not uncommon to discover someone will not be playing a session
until after the game is underway. Through the Breach is designed to
give each player character its moment in the spotlight. It does so in
such a way however to where each sessions is a feature episode for
that character. The game may not appeal to a new player that hops in
last minute if the focus of that session is built around one of the
other player's character. You also run the risk of planning to
feature a player character in the next session only to find out
fifteen minutes into the game that they are not late as they are not
coming that session.
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Art from the limited Edition Hannah that came with the Kickstarter |
Through the Breach has another hurdle,
and to me it is a big one. That hurdle is Deadlands. Deadlands uses
the Savage Worlds rules which bills itself as Fast, Furious Fun which
it most assuredly is. Deadlands uses a similar setting to Malifaux.
It is also capable of a wider range of story styles and campaign
length due to not having its character advancement directly tied to
and capped by game sessions that focus on individual characters.
Players also have a little bit more control over character creation.
Finally, while Through the Breach is not a difficult game to play, I
feel Deadlands will prove to be simpler to teach to people that have
never roleplayed and has fewer rules that feel bolted on.
I do have another negative, but it will
probably be a minor one for most people. When reading Through the
Breach it feels like they developed the second edition of Malifaux
first, then bent that into the shape of an RPG to resell the same set
of rules with extras bolted on. Both books for Through the Breach
could have been combined into one and require the Malifaus 2e book.
NPC stat blocks in the Fatemaster's Almanac almost exactly match the
stats from Malifaux 2e with Aspects, Initiative, skills, and static
flip based on rank added on. This feeds into the frustration built up
behind the game since about a month after the kickstarter ended.
![]() | |
We are family! |
The Through the Breach kickstarter
finished a few weeks before the announcement of Malifaux 2e. One of
the promises with the kickstarter was the inclusion of rules to
incorporate the player characters in games of Malifaux. At the time
readers supposed this meant 1.5 as there was no mention of 2e before
then. That is fine, but the pace 2e went from announced to release
and the fact Through the Breach was released a year after the
projected release date (okay, eleven months), made many suspect that
Through the Breach was not a priority. The ways in which Wyrd
communicated what was going on caused them to lose quite a few
customers.
I am fine with that part of it. The
reason for the history lesson on development of the game is that they
do not include rules for running player created characters in
Malifaux 2e. This was one of their big selling points. There is one
page in the Fatemaster's Almanac dedicated to using the Malifaux 2e
rules in Through the Breach for combat. That one page is a mess that
feels shoehorned in and states openly not to expect any sort of
balance.
Again, I like most of what I read. I
think it might take a session or two for the game to get rolling as
people learn the rules, but nothing major. Once people are
comfortable with it I expect mechanically the game will run quickly.
If a gaming group likes to start over with new characters a couple
times a year then this will be a great game as written. If not, then
the Fatemaster and/or players will need to put in some extra work or
accept continued play with limited advancement after twenty or so
sessions for a four player party. Shorter campaigns are unlikely to
be satisfying either as the player characters will only be part way
along to either accepting or denying their destinies.
![]() | |
As far as we know, we're family too! |
My favourite feature of Through the
Breach is how skill selection and advancement works. One of the
negative aspects of many games for me is when a player creates a
character (with or without GM assistance) only to discover that they
are called on to perform a specific action on a regular basis, but they
will never be good or even mediocre at that action because they are
limited in advancing that skill even though they are called on to use
it in almost every session. With this game the player can switch
pursuits for a session or two before switching back to their original
pursuit or a new one. If the skill does get used by the character
that much there is also the chance it will be one of the skills the
Fatemaster offers for advancement regardless of pursuit.
Another thing I love is there exists a
wide variety of ways for players to manipulate the fate of their
characters. This is primarily handled through manipulating fate flips
for duels in various ways. Since the Fatemaster is rarely going to
flip a card if ever then the only people that can regularly mess with
the duel mechanic are the players themselves. There is no need for a
bennie or fate pool of points for dice manipulation which the
Fatemaster would have to figure out how to either keep the points
flowing or how to convince the players to spend. Players will draw
both good and bad cards into their hands. They will want to play the
good cards so they can cycle back around to their good cards faster.
I like Fate points in FATE itself because of the conditions they are
normally awarded under and can be used for more than dice
manipulation. Bennies are practically needed at times in Savage
Worlds. There are other systems where a similar mechanic is merely a
free reroll the GM hands out at a whim. Fate manipulation covers many
of the same mechanics as a fate pool, but encourages the players to
cheat fate and cycle through their cards through regular play. Twist
deck and other means of manipulating fate are much more integral to
this system than if a pool of points were used instead.
![]() |
No discussion of Malifaux would be complete without undead hookers |
Anybody that is familiar with D&D,
Iron Kingdoms, or Malifaux should be able to pick this up and run
with it no problem. It basically replaces the d20 or 2d6 with a
d13/deck of cards. Those unfamiliar with Malifaux might take a little
more time to become accustomed to concepts like positive or negative
flips, replacing a flip with a card from their hand, triggers, and
soulstone manipulation if they pick up the appropriate skills or
aspects, but it is something players can grow into as some of those
may not be available to their characters at the start of the game.
I do not own any of the images used
in this post and they have been used without permission. All images are
the sole property of Wyrd Miniatures, LLC. I have reviewed Wyrd's
guidelines concerning fan sites and believe I am in compliance with
their wishes.
Thursday, August 21, 2014
Through the Breach Preview Part One
A few people have ask me about how
Through the Breach is as a game. The truth is I do not know. I have
some idea from reading the books a few times, creating a couple dozen
characters, and running mock scenarios by myself. I am trying to find
a way to get some game sessions in. The people I would usually call
on are committed
elsewhere for now. I do not want to run the game in my local store because it
is not available for retail right now. My local game store is
amazing, but I do not want to push a product they can not sell yet. I
need to get some time in with the game, but it looks like it might be
a few weeks. I definitely need to spend some time playing it as I
need to see if it is something I would like to run for ZAPP CON or
not.
With the major caveat of me not playing
the game out of the way, here is part one of my preview of the game.
The setting is the same as that for the
Malifaux miniatures skirmish game. For those unfamiliar with the
setting it is Wild Wild West meets Hellboy as written for a dramatic
television series. If that is confusing, the next closest example I
can think of is Lovecraftian steampunk pulp-western updated for a
modern day movie audience.
The players take on the role of Fated.
Fated are individuals that are not only aware of their destiny, but
have the power to deny or hasten it. The game is written with the
assumption that the player characters are new arrivals to Malifaux
from Earthside. Malifaux itself is an alternate reality reached
through portals from Earth during the time of America's Old West. The
largest of these portals is in America's Western frontier. The
greatest export from Malifaux is soulstones. Soulstones are used to
power magic in both realities, but the supply on Earth is depleted
aside from what is held by a few powerful individuals or nations.
Task resolution in the game is called a
duel. A duel typically consists of the player adding their
character's Aspect and skill to a card flip then comparing the result
to a target number provided by the Fatemaster. Aspects are synonymous
with Stats in some games and range from -6 to +6 with no starting
character able to go below a -3 or above a +3. Human average for all
Aspects is 0. Skills range from 0 to 5 ranks with 3 being the maximum
attainable during character creation. Player characters also receive
Talents (Perks) that let them do a variety of things that are either
outside of, or alter, the basic rules.
Flips are done from a communal deck of
fifty four cards used by all players known as the Fate Deck. Each
player also has a personal Twist Deck which they draw their hand
from. Players may play a card from their hand to replace a card they
flipped from the Fate Deck. There are skills and Talents which can
alter this process. Soulstone use for instance can change things, but
require both ranks in a skill, and an expensive consumable object to
be at hand in order to do so. Not all player characters will have the
ability to use soulstones. There are also positive and negative flips
which increase the number of cards flipped, but only the highest or
lowest value flipped are used. Suits also come into play sometimes as
a target number might have an associated suit (many spells for
instance) or triggers may activate which are extra affects that may
proc from an action. Suits will not matter much to starting
characters unless looking to cast spells, but will likely be added in
as the character advances. The Fatemaster will have to pay attention
to suits more than the players at the start of a campaign as NPCs are
more likely to have triggers that utilize suits.
Character creation is partially a
random experience. The player starts by forming a vague concept of
the character she wants to play. You then deal out cards to determine
both what the character's life was like growing up, and what her
destiny is going forward. The first card determines the life the
character was born into. This is the most specific of the cards from
a story standpoint. It is the one most likely to need changed if it
does not play nicely with the concept the player wants. The rest of
the cards decide how deep and broad the character's Aspects and
skills are. The player picks which values are assigned to each Aspect
and skill, but the cards tell you what values are available.
After this the player receives two
points to add to their Aspects, records Derived Aspects, selects a
Pursuit, purchases equipment, and builds the character's Twist Deck.
Derived Aspects include things like Defense (Armor Class), movement
speeds, and Wounds. Pursuit is similar to classes in other games, but
are about what a character wants to learn and less on what the
character already knows. A starting character recieves a talent and
starting equipment based on their chosen pursuit. They lose that
talent if they change pursuits. Starting characters have very little
money so will not be able to afford much outside of what is available
to their starting pursuit. The Twist Deck consists of thirteen cards
valued ace through king. The Twist Deck is drawn from to make up the
player's hand of cards during the game.
Character advancement is closely tied
to the story. Remember the cards used to randomize parts of character
creation? Working backwards through character creation those same
cards also provide a vague destiny for the player character.
Destinies serve as story prompts and the Fatemaster is supposed to
weave the destinies of the characters into the campaign. A character
that either fulfilled or denied part of their destiny ticks off a box
on their character sheet at the end of that session. The Fatemaster
has the option to present the player with one or more Manifested
Powers when a portion of their destiny has been dealt with in game.
Manifested Powers are spells with a more rigid structure, but do not
require specific skills for their use. The player may select one of
the provided Manifested Powers, or increase one Aspect of their
choosing by one.
At the end of a session every character
receives one experience point and advances their chosen pursuit one
step. The character immediately receives a new talent with each step
on their chosen pursuit. Unlike the talent specifically tied to the
pursuit the character keeps these talents when changing pursuits.
Experience points are used purely to increase skills. The Fatemaster
selects a few skills after each game the player character may
advance. If the player does not care for any of those skills then
they may advance a skill associated with their current pursuit
instead. Players may swap pursuits at the start of any session.
Due to the nature of how destiny
affects the story and character growth, campaigns are intended to run
for a number of sessions equal to the number of player characters
times five. The Fatemaster can sprinkle in a few more sessions for
story reasons, but characters cap out on Aspects and Manifested
Powers once they have gone through their five destiny steps. Advanced
pursuits help here as they act more as a form of alternate
advancement than as full pursuits. A character follows a regular
pursuit at the same time as an advanced pursuit. The advanced pursuit
only progresses after sessions in which it was a major focus of the
story similar to how destiny advances.
The magic section of the book is
actually quite thin. The character starts by selecting a Magic
Theory. These are schools of thought that give bonuses and penalties.
A character may not cast a spell without first following a Magic
Theory. A character also requires a grimoure in order to cast magic.
The grimoire contains the building blocks of a spell. The player
combines those blocks to cast the exact spell they want.
Every spell starts with the Magia. The
Magia is the base spell itself. Some Magia can be used straight out
of the box. The other component is the Immuto. Many spells require an
Immuto where Immuto are purely optional for other spells. The Immuto
modifies a base spell in some manner. The Immuto is what determines
whether that spell you just cast does fire or ice damage or targets to include exclude from the spell for example.
To cast a spell the player adds the character's Aspect and skill then
flips a card against a target number as per a normal duel. Unlike
most duels there are two target numbers. One assigned by the
Fatemaster as normal, and one generated by the difficulty of the
spell the player constructed.
That is my understanding of the rules
as they relate to players. Fatemasters have a bit more going on.
Thankfully, the Fatemaster's Almanac includes a decent amount of stat
blocks for NPCs. There is also advice for running games along with
plot hooks and story ideas. There are no premade adventures nor fully
fleshed out scenarios in print. The Fatemaster's
Almanac basically combines a traditional Dungeon Master's Guide with
a Monster Manual.
I have decided to split this preview
between two parts. Part two is my opinions and thoughts on the game
from my understanding of the text. You may find the second part here.
I do not own any of the images used in this post and they have been used without permission. All images are the sole property of Wyrd Miniatures, LLC. I have reviewed Wyrd's guidelines concerning fan sites and believe I am in compliance with their wishes.
Tuesday, August 19, 2014
Through the Breach Quality Update and Future Purchases
I would like to update some information
from my post about product quality from the kickstarter package I
received for the Through the Breach RPG. My initial impressions can be found here. The quality is still good. The majority of the update
concerns the female multi-part model.
The top of the shoulders on the female
models is even with the top of the heads on my other Malifaux models.
This includes both metal and plastic models along with the male
multi-part model the female multi-part model was packaged with. This
height difference is in the legs. Many of the legs have a gap between
the bottom of the pants and the shoes that may be trimmed out to
compensate for this discrepancy if desired. It will be harder to fix
on models wearing jeans. I would first try just below the knee.
Wyrd reported a problem with a previous
run on the model being out of scale and these models are supposedly
smaller than that run had been, but they are still on the tall side.
The difference was such that they were able to get more parts onto
the sprue after fixing the old run. The female heads are slightly
smaller than the heads on my other Malifaux models. This makes the
overall model slightly taller than other models sold by Wyrd
Miniatures, but not overwhelmingly so unless shown up close and when
level with the models. It is unlikely to distract from games when
viewed from above or across a table.
I believe Wyrd might be aware of this
issue, but not before they shipped the kickstarter. In the updates it
read like the female multi-part model was the last thing to arrive
aside from the hardcover book and they started shipping the packages
out almost immediately after the models came in. The multi-part male
model was available for sale during Gen Con where the female
multi-part model was not.
Another quality issue that is likely
limited to kickstarters is there were not enough bases packed with
the two sprues to place all the models on. The kickstarter packaged
the male and female sprues together, but only provided enough bases
to accommodate either/or. The sale description on the company's
website states the male sprue can make eleven models so I speculate it
will only be the kickstarters looking for more bases.
The books have been holding up well so
far. A three year old has been playing with one in limited doses and
I have been doing things like placing the book page down while open
then letting cats walk across them. I am thinking about getting at
least The Fated Almanac (Player's Handbook) spiral bound so it can
take years of abuse, but it is holding up surprisingly well so far.
In my reading of the books I have not been tripping over any glaring grammatical errors. I do not mean to imply that they do not exist, but in reading both books at least once they seem to have decent proofreading put into them.
The cards I received slide more than I
would like in spite of being textured. I still do not think I will
sleeve them as they are highly resistant to tears, creases, and
stains as far as cards go.
Right now I am looking at additional
purchases. On top of the kickstarter contents, I would like to buy
some more card decks. I want at least one for each player. I also
want each deck to have different backs. The game uses one communal
deck and each player makes their own deck of thirteen cards which may
be added to later in the campaign. The Fatemaster does not usually
draw cards and can use the communal deck so there is no need for an
individual deck there. Different backs makes it easier to separate
out which card goes where if they happen to get mixed up. I currently
have two older Malifaux decks with different backs along with the one
from Through the Breach. I will be picking up a minimum of two more
decks, but will try to locate four more with different backs which
uses the Malifaux suits. Wyrd sells a few different ones I do not own
yet, and I can always sleeve cards to mark different decks depending
on what I can get locally.
That is it for this quality update and
purchase plans. The only other thing I can think to possibly purchase
at this point is miniatures. You can make a lot of different player
characters from the multi-pose models so I do not feel the need to
buy more models except possibly to act as NPCs. I have over a hundred
Reaper Bones and hundreds of Games Workshop models I can use for NPCs
so I am covered there. I feel Sisters of Sigmar, Goblins, and Skaven
models can slide into the setting fairly easy appearance wise or as stand-ins. If you
are playing with a group that already owns a variety of factions in
Malifaux then you are probably covered for NPCs if the players are
willing to show up with their models.
Saturday, August 16, 2014
Why yes. I am too good for your money.
I am told sometimes that I paint
beautiful miniatures. Some people paint better than I do, and some do not. I
paint what I feel like painting at the time in a way I want to paint
right then. Many times this observation is followed up with a
question. The question varies. It is usually asked indirectly. It
boils down to the same question in essence however. "Will you
paint my models?" My answer is almost always invariably no. The
last few exceptions have been for charity or to help raise money for
an individual in need.
My easiest to grasp reason for many
that ask this question is I have too many projects. This is
technically true. I have a metric hellaton of unpainted models I
neglect every day. I have yet to see any evidence that these little
creatures are going to colour themselves in. I have not given up hope
that some day I will be visited by the Miniature Painting Fairy. I
will simply have to slog on until she shows up.
The real reason is there is no money in
it for me. Many people that ask me to paint their models are thinking
of armies, and they want their armies to look really good on the
table. They also want each and every model to be something to impress
the people they play with. They want this for anywhere from $5-10 a
model. There are the occasional few that might go upwards of $30 for
a custom model, but they usually expect all the bells and whistles.
By comparison, in 2001 I knew miniature painters making $10 a model
simply for base coating models with no cleaning, gap filling, primer, or varnish. I at
least did a bit of shading along with priming and varnish for that
price, but people will not pay $5 now for the same work I did for $10 then.
Even if I were capable of painting
every day, I am slow. Let's take model prep for example. For me this
includes all aspects of assembly including cleaning of mold lines and
filling gaps with epoxy putty. I would charge a bare minimum of $5
for the easiest to clean and assemble models. I simply take forever.
Hell, I constantly want to pay somebody to clean and assemble my
models for me. Prices may vary. I was cleaning Miss Terious from Wyrd
Miniatures the other day and would have charged less for her as the
clean up was super simple. For most models I would probably charge
ten to fifteen dollars a model. Plastics from some companies such as
Privateer Press would cost more because those models are rage
inducing when it comes to getting them fully cleaned and I find I
have to resculpt or carve details that were partially obliterated or
lost entirely during the casting process.
So, lets say ten dollars for prep time.
This prices many people out of consideration as most people that ask
me are looking at ten dollars tops once the model is completely
painted. It's good to see who stays and who goes at this point.
Nobody wants mold lines, but many people do not expect to pay to have
them removed. My advice here is if you are looking to try your hand at commission painting is to figure this into the cost of the model and not specify to the client that this is for prep work. Just include it into the base cost as there are a lot of people inquiring at the local level that only want an overall figure for the project. Be transparent when asked, but make certain a client wants the details before you bury them in a full break down of the cost.
Then there is the time of painting
itself. I can spend as little as an hour painting, or go well into the double digits on a model. My hour paint jobs do not look too bad. Part of my ability to paint quickly is to do extra work during the prep stage to facilitate this so saying an hour is a bit misleading. The process goes a tad faster in batches. The time involved partially depends
on the color pallet. Some colors are near impossible for me to paint
well quickly. Time depends more on the style of the paint job than
the scheme, but scheme does impact the time involved.
Now let's say someone wants the paint
job that takes me roughly an hour or maybe even a little bit longer.
Let's say maybe $25 with prep time. I'll charge $30 if it is a single
model as that takes longer on a per model basis. This is the upper
limit of what I have found most people inquiring locally are willing
to pay. They normally want something that will impress people or
possibly even win small paint competitions if I were to enter the model myself. In other words, they are not going to settle for my one hour
paint job even though they were ooing and ahing over it only five
minutes before getting a possible price quote.
There are some that will pay that when
inquiring locally. My hour plus paint job is adequate and something I
could charge some people for locally. I have known a couple other painters in the
area that charge similar prices for roughly equivalent paint level. I feel they both
provide a good service. I normally point anybody that asks me about
commissions to one of them or one of the online services depending on what specifically the person is looking for. They also already have the potential local
clients that are familiar with the hobby which would make it hard for somebody new to start up locally unless one of the existing paint services has more work than they can handle which is always possible.
The problem with
earning a living wage with miniature painting is educating the
clients on what goes into the process. I know at least one of those
local painters has taught painting locally. Somebody that comprehends
the work put into the project is more likely to understand why the
painter charges what they do for custom work. Another issue is the ones with the most knowledge are also the ones with the most time dedicated to painting. If this is current time dedicated to painting, then that person is less likely to be a regular client. Most telling of all
however is even with what is potentially the most knowledgeable
clients with the least amount of time to paint available locally, neither of those painters takes miniature paint
commissions as their primary means of employment.
That still leaves an online painting
service. The first thing a client should do when dealing with online
painting services is go with someone reputable. This is important locally too, but developing a bad reputation locally can impact someone in other parts of their life outside of just the miniature painting. I have absolutely no
reputation online in regards to miniature painting. Smart clients
would not use me. I would not use me. There are some great services out there at a
variety of skill levels that have been delivering a quality product for years. The
uneducated clients might use me, but I run into the same issues I
would have locally and add in the extra considerations of shipping
and managing a web presence. Both of these is extra work not factored
into the price so far. I also do not have the space to run a business
that includes shipping out of my home.
There is yet another concern. I can not
paint every day. I do not know when I will be able to paint beforehand. I can not guarantee a timeline unless a customer is
very flexible and willing to wait and potentially be pleasantly surprised. This is not something a client
should have to put up with when dealing with a painting service.
This whole time I talked about cost in time. There is also a cost in materials. It can be pricey depending on what you use to paint. One expense I would likely take on myself that I have not so far is a decent airbrush and compressor and tank with a moisture trap. I do not paint enough large scale models, vehicles, or quantity of models to justify the cost of an air brush right now. I could easily justify the cost if I was painting armies for other people because it can save time if used correctly. It's nice of people to offer to buy me materials for painting their models on the surface. In reality, they are probably paying less than the people that would pay cash directly. Also, if everybody paid in tools and paints then there is no money for rent, food, or taxes. I'm not even sure how I would report payments in paint on my taxes. Would they count as gifts? Speaking of taxes, I would probably want to section off part of my apartment to act as an office for the business and use it for nothing else as that helps with taxes. I would also likely set this area up to film me painting as well as it might augment my income while still being part of the same business. I would restrict the filming to the sectioned off part of my residence for tax purposes as well.
I would consider taking commissions if I wanted to paint models I did not own or would be unlikely to buy. I might also take on a commission to help a friend. I would then charge not to make money, but to cover some of the cost of materials. This is why you will find some reputable painters that charge less than a living wage. They can also afford to be more picky in the work they do take and may have more creative freedom. Miniature painting is not their livelihood. Yes, commissions may pay for pizza night, but it is still a hobby first. I do have a variety of unpainted models that I can paint in whatever style I feel at the time however. I have free reign and can take as little or as much time as I like.
I am sorry to inform you that due to my
inability to paint well quickly, deliver a project on a
reasonable time table, and the mountain of projects I have already, I
am going to have to decline your commission.
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