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Gaming dice as art

Handmade die

I earlier called attention to a premium "wish I had one" product, the ultimate gamer's table. It should surprise no one that I haven't yet plunked down my $8K for this handcrafted piece of furniture. But I'm rather tempted by a premium gaming product that's a bit more affordable: custom hand-made dice. 

I'd say these are more than handmade dice, really. This is art, with gaming dice as its medium. The creator/artist, Abraham Neddermann, was kind enough to answer some questions about his work. Please read on! Read more...

I am not worthy of this gaming table

Sultan gaming table

Hand-crafted tables of fine wood – for gaming. Our gaming, not billiards and poker and bridge. 

A dropped play surface lets you just cover up a game in progress, and pick up play without a hitch after that bothersome dinner party ends. Individual player stations feature flip-down desk surfaces, storage drawers, and trays for counters or pencils. You get "dice towers" for rolls, transparent map covers and grids, and an extra-sized GM station with built-in screen and rulebook trays.

Will it cost you? Oh yes, it will – over $8000 for the highest-end models. Why, that's probably almost as much as I spent on all those GURPS books over the years! : /

Do I want one? No – because there are no cup holders! Who would build a gamer table without cup holders? I can't believ–

Oh. It does have cup holders. At all player stations. Sigh. Where do I sign?

Go drool on the furniture over at Geek Chic.

GURPS Range Ruler launched on e23!

GURPS Range Ruler

It's here! Steve Jackson Games' e23 Store now offers the Range Ruler, a tool for finding battle map combat ranges without counting hexes. It's based on a design I submitted to SJG, and after a kind reworking by the pros there, maintains pretty much the same look, down to the the corny text and this site's URL.

(About the only thing not there is my requisite attempt at an abbreviation. The best I could do was GURPS Range Indicator Plank (GRIP), to which Dr Kromm sagely suggested the much better GURPS Range Increment Plotter, before someone apparently nixed abbreviations altogether. Probably for darn good reason!) 

Best of all for you, the GURPS Range Ruler (GRR?) is FREE! It won't cost you a shekel. (If you'd like to offer a kind word or other token in thanks, please do so!) So print some out, arm the table, and get down and tactical on any surface, with or without battle maps. Oh, and while you're on e23, buy GURPS stuff. It's fun!

GURPS Range Ruler

MERC: Make Every Roll Count

Lots of dice

Intro: Keep it interesting!

RPGs evolve. New games don't just invent snazzy new mechanics; they poke deep into questions of what game-table play is about.

MERC stems from author Ben Finney's interest in the innovations of recent games, and ways to strengthen those concepts in the now-classic RPG GURPS. Broadly speaking, MERC is a set of guidelines for placing story first and making the most of gamers' time at the table. More narrowly, it homes in on a key question at the heart of all RPGs: When should the dice be used at all, and toward what end? 

From the GURPS perspective, that often equates to "When should we make success checks?" The general answer to that is clear to gamers with minimal experience: "Roll where the outcome is meaningful and interesting. Roll to have the PCs survive a dangerous car chase, not to eat breakfast without spilling the orange juice." We all know that, and MERC doesn't contradict this truism.

But that said, a beginning GM won't hurt for a more contemplative look at when to roll dice; even an experienced GM might freshen his games through a reexamination. More importantly, what MERC suggests actually may represent a new take on play for some gamers: A shift from many games' focus on resolving tasks, to a focus on resolving players' intent (with some crunchy GURPS-flavored dice-rolling guidelines to aid in that). Read more...

Dice pools vs dice plus mods

DICE!!!

Following up on my post about The Riddle of Steel RPG, here's a broad question for readers at large, touching on many games: What, exactly, is the appeal of the "dice pool" method of generating outcomes?

I know it has a two-dimensional aspect to it, in that you can modify checks in two ways: you can both modify the "target number" that determines whether a die counts as a success, and you can modify the number of dice rolled. That sounds like it offers something richer than the classic one-dimensional, dice-roll-plus-summed-modifiers method, and I don't yet see anything wrong with the dice pool method. But I'm curious: Do dice-pool systems establish a clear, easily-followed master rule for what factors modify the target number and what factors modify the number of dice? Or are GMs often left wondering why the system specifies a modified target number for this factor, and additional dice for that factor (and similarly, which mod should be used for some new factor not specified by rules)?

More importantly, does the two-dimensional dice pool system generate notably more meaningful results than the classic method? If so, in what way? Or, if I may ask, do dice pools add a bit of complexity to rolling without returning some significant added benefit?

If it sounds like I'm a tad suspicious of dice pool mechanics, well, I'll only admit that the method somehow feels more fuzzily abstract to me. But that's doubtless the biased voice of my long experience with classic RPG dicing. I'd be interested in the wise words of gamers more versed in both styles. What say ye?

Now that's a gamer!

From the Jan 18 installment of the PostSecret"share your secrets" blog: 

gamer confession

Okay, I don't think my high school D&D games (or any other games, at any other stage) were quite as good as this fellow's. But as a gamer, I can appreciate the sentiment.

Game Master tools: Keeping combat challenge level right

Here's some further musing on a SJG GURPS Forum post I just made. The question: How to keep "challenge level" right for PCs going into combat – not so easy as to be dull, but not so deadly as to litter the cave with PC corpses?

The question was posed by a D&D player just starting to GM GURPS, which makes it a particularly good one for him to ask; GURPS combat can be much deadlier than D&D players might expect, leading to that cave-floor litter. But it's a good question for any GM to ask, new or experienced, whether changing game systems or not. Read more...

Thanks for the games, Gary

D&D 1st edition

There's been a big outpouring of thoughts and sadness over the passing of D&D creator Gary Gygax. The words put down by other writers are far better than I can summon, so I'll add a very short note:

As RPGs moved beyond the foundations Gary built, it's been easy to cast stones at the "clunky" rules and strictures of his original creations and their direct descendants. "THAC0? Alignments? Classes? Ha, that stuff's crazy..."

I, too, like today's more modern, streamlined games. But I've always kept respect for the D&D world, whether I play the game any more or not. Read more...

Gaming Notes: Playing Giants in any Game System

Giant!

Introduction

Ogres. Hulking Trolls. Tree-sized Giants. Mountain-sized Jotun. If they're defined by a size bigger than us, then for this article, they're all Giants. Because whatever the specifics, they all share one thing in common: "TARG SMASH PUNY HUMAN!"

I'm liberating the Big Games notes on gaming Giants from my old GULLIVER rules for GURPS, to give them a proper new home within the Diner (with a little freshening-up too, including a pinch or two of content from other sections).

Although I've got some GURPS 4e-specific notes at the end, the general overview is useful with any game system. Yet it's all pretty brief; sorry, I haven't witten The Complete Guide to Gaming Giants. I'd love to add your notes and ideas here, if you too have played oversized PCs, NPCs, or even just "monsters".

Up the beanstalk we go, then: Read more...

What is a roleplaying game?

Cowboys and Indians

"What's a role-playing game?"

Who among us hasn't responded to that question posed by the uninitiated, or enjoyed a good reply put forth by other gamers?

Actually, I don't know how many versions of the latter I've heard or read. "An RPG is a form of collaborative storytelling..." "It's a kind of play-acting..." "Remember back when you played Cowboys and Indians..."

And so on – a hundred ways to start out explaining. RPG gaming is nothing overly complex, as we know, yet it's one of those things that's easy to demonstrate in person, hard to describe otherwise. (My gaming group started its RPG career playing D&D profoundly wrong, as the text's "how to RPG" instructions just didn't work for us. No matter how many times we read the instructions and examples, we had the hardest time figuring it out. "Okay, we get all that, but... how do we play?")

I forget what spurred this topic – it was probably some comment on a gaming forum – but I'll add my take here on what a role-playing game is, simply because I don't think I've ever written it down. It's nothing special in the least, and for all I know, has been used almost verbatim by someone(s) long before me. Still, just for fun: Read more...

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