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<channel>
	<title>Blog @ Canadian Geek</title>
	<link>http://www.canadiangeek.org/blog</link>
	<description>Your Source for All Things Geek -- Comics, Movies, Music and, well, Geeks.</description>
	<pubDate>Sat, 05 Jul 2008 09:53:30 +0000</pubDate>
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			<item>
		<title>Experience Points #6: Board Games</title>
		<link>http://www.canadiangeek.org/blog/2008/05/22/experience-points-6-board-games/</link>
		<comments>http://www.canadiangeek.org/blog/2008/05/22/experience-points-6-board-games/#comments</comments>
		<pubDate>Thu, 22 May 2008 13:46:27 +0000</pubDate>
		<dc:creator>Josh Bazin</dc:creator>
		
		<category><![CDATA[Experience Points]]></category>

		<guid isPermaLink="false">http://www.canadiangeek.org/blog/2008/05/22/experience-points-6-board-games/</guid>
		<description><![CDATA[I&#8217;m going to go off in a different direction for this post - I&#8217;m going to talk about Board Games.  I&#8217;m certainly no expert on the subject, but I find several different titles quite enjoyable.
 I don&#8217;t know alot about what goes into designing a board game (of course, by extension, one could argue that I [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m going to go off in a different direction for this post - I&#8217;m going to talk about Board Games.  I&#8217;m certainly no expert on the subject, but I find several different titles quite enjoyable.</p>
<p> I don&#8217;t know alot about what goes into designing a board game (of course, by extension, one could argue that I don&#8217;t know anything about RPG design either, which <a target="_blank" href="http://www.deadplanetcreations.com">isn&#8217;t stopping me</a>).  What I do know is what I like - which is what I&#8217;m going to focus on in this post. </p>
<p>Here&#8217;s a few board games you should check out.</p>
<p><strong>Diplomacy</strong></p>
<p><a target="_blank" href="http://en.wikipedia.org/wiki/Diplomacy_(game)">Diplomacy</a> was introduced to me by a very close friend.  The draw that Diplomacy has to me is that chance is not a factor to the outcome of the game (unlike Risk or Axis and Allies).  Personally, I really disliked Risk because of a few games that burned me due to die rolls screwing me over.  Axis and Allies had a bit more strategy involved, but it was still possible to watch a single infantry unit eliminate a vastly superior force.</p>
<p>Originally, Diplomacy was designed to simulate the dealings of the major powers prior to World War I.  The players take up the helm of one of: England, France, Germany, Italy, Austria-Hungry, Russia and Turkey.  Each turn, the nations confer with each other, looking to make alliances and determine strategy.  Orders are submitted and executed simultaneously.  This is where the fun begins.  Who kept their word?  Who didn&#8217;t?</p>
<p>Diplomacy is an excellent study of <a target="_blank" href="http://en.wikipedia.org/wiki/Game_theory">game theory</a>, which in itself, is a very interesting subject.  This could be why I enjoy the game so much.</p>
<p>Players worldwide have developed many different variants.  Some simply modify the basic board (changing the starting units, modifying the layout of supply centers) and some develop entirely new boards to reflect different areas (and times) of the world.  Articles on strategy are abundant.</p>
<p>Diplomacy is an excellent game, especially when played with a number of skilled players.</p>
<p> <strong>Settlers of Catan</strong></p>
<p>I really don&#8217;t know what to say about Settlers.  I really like this game.  I&#8217;ve only played a few times and I&#8217;m sure that I haven&#8217;t even scratched the surface of the strategy and awesomeness of the game. </p>
<p>Settlers also has several expansions that add new rules and change the experience.  I&#8217;ve yet to give any of these a try, but they look cool.</p>
<p>Just play it.  You&#8217;ll understand.</p>
<p><strong>Arkham Horror</strong></p>
<p>I had the opportunity to play Arkham Horror for the first time this past weekend.  I quite enjoyed how the game played, even though we lost.  It definately is a game for &#8216;gamers&#8217;.  It&#8217;s also co-operative, which is pretty different.</p>
<p>There&#8217;s several expansions available, which changes how the game plays, with more on the way, to make sure each play is vastly different than the previous play session.  I&#8217;d like to play again to get a better grasp on the rules, but overall, It was very fun.</p>
<p> So, obviously, the recommendations this month are:</p>
<ul>
<li><strong>Diplomacy</strong></li>
<li><strong>Settlers of Catan</strong></li>
<li><strong>Arkham Horror</strong></li>
</ul>
<p>If you like board games, at least one of those games will suit you just fine.</p>
</p>
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		<title>Behind The Counter #198 - Buying Collections</title>
		<link>http://www.canadiangeek.org/blog/2008/05/18/behind-the-counter-198-buying-collections/</link>
		<comments>http://www.canadiangeek.org/blog/2008/05/18/behind-the-counter-198-buying-collections/#comments</comments>
		<pubDate>Sun, 18 May 2008 17:15:36 +0000</pubDate>
		<dc:creator>Happy Harbor Comics</dc:creator>
		
		<category><![CDATA[Behind the Counter]]></category>

		<guid isPermaLink="false">http://www.canadiangeek.org/blog/2008/05/18/behind-the-counter-198-buying-collections/</guid>
		<description><![CDATA[Since the point of Behind The Counter is to give you all an insight as to how comic shops work, instead of &#8220;just&#8221; ranting this time around, I thought I would share some more of the process of running the store.  This time around, we&#8217;ll deal with the love/hate relationship retailers have with Back [...]]]></description>
			<content:encoded><![CDATA[<p>Since the point of Behind The Counter is to give you all an insight as to how comic shops work, instead of &#8220;just&#8221; ranting this time around, I thought I would share some more of the process of running the store.  This time around, we&#8217;ll deal with the love/hate relationship retailers have with Back Issues (BIs).</p>
<p>On several of the industry blogs and forums, there has been recent discussion on the usefullness and profitability of BIs.  As a touched on a dog&#8217;s age ago, Chuck Rozanski of Mile High Comics believes that any retailer who does not carry back issues is doomed to fail.  Easy for him to say as the primary objective of his online company is to supply back issues.  But not every store WANTS to carry BIs or NEEDS to carry BIs and the reasons for those would fill another column.  Here, we just want to get into how retailers decide what collections they will buy and why they pay what they do.</p>
<p>Let&#8217;s set-up a senario to help things along.  Mary, after kicking her mousey, insecure, $8/hr Subway working boyfirend to the curb, decides that the best way to get back the money she loaned him for Cirque du Soliel tickets was to sell his comics.  Mary has heard that comics appreciate in value and are good potential retirement assests so she calls around to the local comic shops to see who&#8217;s buying.</p>
<p>The first question Mary should reasonably expect to get is &#8220;Do you have a list of the books?&#8221; It&#8217;s not likely that Mary does, nor does she know who many are even in the collection.  She&#8217;s got several boxes of varying sizes and the books are in no particular order so, over the phone, there&#8217;s little to no chance of moving the collection as the retailer will have no idea what&#8217;s s/he&#8217;s getting into.</p>
<p>Now Mary will be inclinded to say things like, &#8220;They&#8217;re all in their original wrappings/plastic.&#8221; which is a bad thing to say since very few to any comics ever came in &#8220;plastic&#8221;.  Retailers will know that she means they are in comic bags but even that could be dubious.  I have bought collections where the issues were in their original &#8220;plastic&#8221; only to see a ton of books wrapped in plastic kitchen wrap.  Also, just because a comic is in a plastic sleeve doesn&#8217;t mean it didn&#8217;t get read repeatedly before getting there.</p>
<p>With little knowledge of what Mary is selling, the retailer may offer a blind, low amount ($.10 to $0.15 per book) or just not bother, the latter more likely.  As in any medium, 90% of everything is crap and in a blind collection, hoping for 10% of anything good enough to get a return on the purchase is slim, especially in such a chaotic collection.</p>
<p>Aside from the gamble of quality in the collection, there are several other factors that play into purchasing a comic collection.  Most sellers only consider the upfront cost of the collection and often get offended when a store owner offers $200 for 1500 comics.  However, from the owner&#8217;s side of things, there will be;<br />
1. the time to sort through the collection, culling out the heavily damaged books, removing any outdated or improper storage material and alphabetizing<br />
2. the time to catalogue the books<br />
3. the time to grade the books<br />
4. the time to calculate the values of the books<br />
5. the time and costs to bag and board the books.</p>
<p>So let&#8217;s say HH bought Mary&#8217;s 1500 books at $0.15 each.  Right off the bat, HH is out $225.  Now to go through the process above (which we have just done recently with several collections we have bought), a total of about 15 hours of staff time is required for steps 1 and 2, another $150-$175. Now, steps 3 and 4 are normally done by &#8220;the boss&#8221; and, depending on the collection, can take from 2 to 10 hours.  Let&#8217;s say Mary&#8217;s collection is mostly all newer books so they can graded fairly quickly in under 3 hours, adding another $100 (yes, that&#8217;s conservative) to the total.</p>
<p>For the final step of bagging and boarding, we&#8217;re going to say that out of the 1500 books, only 1000 were worth converting to BIs and to clean those up, that would take about 4 hours of staff time ($40 to $60) and the cost of supplies ($45 to $60).  So, now the final cost of each of those $0.15 books is an average of $0.58.</p>
<p>On the surface, that still seems pretty good if each book retails on an average if $3 to $4.  But the real question still remains; how many of those comics are sellable?  If we take the &#8220;90% of everything is crap&#8221; adage, then the retailer is only going to make $300 to $400 from a collection that cost him $580 and there&#8217;s no telling how long it will take to recover that money.  A few books may sell right away but in reality, it will take a several months to recover the cost if they are lucky.</p>
<p>There is not a lot of data (if any) on the percentage of sales a typical comic shop does on back issues.  Some stores specialze in them while others won&#8217;t go near them.  They require space, time and captial.  They are a long term investment and, increasingly with the competition of high discount/no overhead online sales, more of a good will gesture for a shop&#8217;s regular clientele.</p>
<p>Of course, things also change dramatically with smaller collections containing key books, older collections and larger collections, all of which will incease the amount of time involved in grading. When selling your collection, especially a big bulk one, do not expect a generous offer from your local comic shop guy.  There&#8217;s a lot more on the line for him that just cutting a cheque to you.</p>
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		<title>Experience Points #5: My Take on Character Creation</title>
		<link>http://www.canadiangeek.org/blog/2008/04/01/experience-points-5-my-take-on-character-creation/</link>
		<comments>http://www.canadiangeek.org/blog/2008/04/01/experience-points-5-my-take-on-character-creation/#comments</comments>
		<pubDate>Tue, 01 Apr 2008 18:06:22 +0000</pubDate>
		<dc:creator>Josh Bazin</dc:creator>
		
		<category><![CDATA[Experience Points]]></category>

		<guid isPermaLink="false">http://www.canadiangeek.org/blog/2008/04/01/experience-points-5-my-take-on-character-creation/</guid>
		<description><![CDATA[Every game basically starts the same way - you make a character.  For me, character creation has always been one of the hardest things to do, mostly because of the various GMs I had played for requiring an extremely large backstory.  Since I think of myself as fairly uncreative, I usually had fairly cookie cutter backgrounds, [...]]]></description>
			<content:encoded><![CDATA[<p>Every game basically starts the same way - you make a character.  For me, character creation has always been one of the hardest things to do, mostly because of the various GMs I had played for requiring an extremely large backstory.  Since I think of myself as fairly uncreative, I usually had fairly cookie cutter backgrounds, followed by some fairly exciting stories about my characters in the game.  This realization helped me to discover my philosophy on character creation.</p>
<p>Simply put, for MOST games, I believe characters are/should be be relatively uninteresting at the start.  Sure, if you&#8217;re not starting at level 1, then maybe a more intensive backstory is required (but not always!), but I think the real interesting things about a character is what happens to him/her <strong>IN THE GAME.  </strong>My view is you aren&#8217;t a hero until the game starts - then you start developing your true character.</p>
<p>This isn&#8217;t to say that you should sit down at the table with just your stats.  You need to develop a personality.  Where did you grow up?  What was your family situation?  You need to have some sense of what your character&#8217;s worldview is, so yes, you do still need a backstory.  I&#8217;m just saying it doesn&#8217;t need to be long.</p>
<p><a target="_blank" href="http://www.blackindustries.com/?template=40k">Dark Heresy&#8217;s</a> character generation chapter has a great outline of what you need to do after you&#8217;ve finished the stats for your character.  <a target="_blank" href="http://www.evilhat.com/home/?page_id=103">Spirit of the Century&#8217;s</a> character generation phases offers several key questions to answer with regards to your character (keep in mind that SotC characters actually are heroic prior to the game begining, by design), but has the goal of keeping your overall story short.</p>
<p>I could continue to discuss this topic, but I think I&#8217;ve passed my point along.  Its not the <em>right way</em> to do things, its just the way I like the best.</p>
<p><strong>Game Recommendations</strong></p>
<p>As promised, here&#8217;s a group of indie games worth a look.</p>
<ol>
<li><a target="_blank" href="http://www.contestedground.co.uk/coldprev.html">Cold City</a> - Monster Hunting in 1950s Berlin.</li>
<li><a target="_blank" href="http://www.burningwheel.org/">Burning Wheel</a> - There&#8217;s several settings already produced for the Burning Wheel system.  Character creation sounds quite interesting.</li>
<li><a target="_blank" href="http://www.princeofdarknessgames.com/piledrivers__powerbombs.htm">Piledrivers and Powerbombs</a> - Pro wrestling without the spandex!</li>
</ol>
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		<item>
		<title>Experience Points #4.5: Cold City First Impressions</title>
		<link>http://www.canadiangeek.org/blog/2008/03/14/experience-points-45-cold-city-first-impressions/</link>
		<comments>http://www.canadiangeek.org/blog/2008/03/14/experience-points-45-cold-city-first-impressions/#comments</comments>
		<pubDate>Fri, 14 Mar 2008 21:38:51 +0000</pubDate>
		<dc:creator>Josh Bazin</dc:creator>
		
		<category><![CDATA[Experience Points]]></category>

		<guid isPermaLink="false">http://www.canadiangeek.org/blog/2008/03/14/experience-points-45-cold-city-first-impressions/</guid>
		<description><![CDATA[[Author&#8217;s Note: I posted this originally on my personal blog, (joshbazin.com) but I felt that it was worthwhile to post it here as well.  As this isn&#8217;t a regular post, I&#8217;ve numbered it as such and will not be providing game recommendations!]
I&#8217;ve been buying alot of games recently, which is great, especially since I&#8217;ve actually started playing [...]]]></description>
			<content:encoded><![CDATA[<p><em>[Author&#8217;s Note: I posted this originally on my personal blog, (<a href="http://www.joshbazin.com/">joshbazin.com</a>)</em> <em>but I felt that it was worthwhile to post it here as well.  As this isn&#8217;t a regular post, I&#8217;ve numbered it as such and will not be providing game recommendations!]</em></p>
<p>I&#8217;ve been buying alot of games recently, which is great, especially since I&#8217;ve actually started playing tabletop again. I&#8217;m really wondering why it took me so long to get back into it. My most recent purchase included <a target="_blank" href="http://www.contestedground.co.uk/coldprev.html">Cold City</a>, <a target="_blank" href="http://www.contestedground.co.uk/astint.html">A|State</a>, <a href="http://www.evilhat.com/home/?page_id=101">Don&#8217;t Rest Your Head</a>, and <a target="_blank" href="http://www.princeofdarknessgames.com/piledrivers__powerbombs.htm">Piledrivers and Powerbombs</a>. I purchased everything from <a target="_blank" href="http://www.indiepressrevolution.com">IPR</a>, and I was quite impressed with the shipping time (from the time I clicked to the time I had the product wasn&#8217;t the best, but that was due to the order date). I also had the opportunity to run <a target="_blank" href="http://www.evilhat.com/home/?page_id=103">Spirit of the Century</a> a few weekends ago, but I&#8217;d like to run another game before I put up a review (but so far, it&#8217;s double-plus-good).</p>
<p><strong><a href="http://www.joshbazin.com/wordpress/wp-content/uploads/2008/03/coldlogo.jpg" title="Cold City"><img src="http://www.joshbazin.com/wordpress/wp-content/uploads/2008/03/coldlogo.jpg" alt="Cold City" /></a></strong></p>
<p><a target="_blank" href="http://www.contestedground.co.uk/coldprev.html">Cold City</a> is published by <a target="_blank" href="http://www.contestedground.co.uk/">Contested Ground Studios</a> out of the United Kingdom. The softcover book itself is very compact, measuring 5 1/2 x 8 1/2, with a mere 128 pages. When I first held the book, I thought to myself <em>&#8220;Is this it???&#8221;</em>. Don&#8217;t let the size of the book fool you. There&#8217;s tons here. Opening the matte black cover (complete with blood droplets!) brings you directly into the meat of the game.</p>
<p>The premise of the game is that you&#8217;re a agent of the Reserve Police Agency (RPA) in 1950s Berlin. Each player is a different nationality and must consider a variety of issues in their actions. These varying viewpoints must come together to fight the monsters developed by the Nazis, living in the forgotten areas of Berlin.</p>
<p>The layout of the book is wonderful and the type is easy to read. Character generation sounds like alot of fun, and extremely simple. First, you pick a nationality. No two characters can have the same nationality. You&#8217;ll select your name and your draw (how you became involved with the Reserve Police Agency), then you&#8217;ll begin your stats. Each character has 3 attributes:</p>
<ul>
<li><em>Action</em> - To do physical things</li>
<li><em>Influence</em> - To do things like intimidate, seduce, etc.</li>
<li><em>Reason</em> - To use thought, willpower, etc.</li>
</ul>
<p>After assigning values to these (between 1-5), you&#8217;ll begin to develop traits. Your character has at least 5 traits, 3 positive and 2 negative. These traits will come into play during conflict resolution. You&#8217;ll pick your hidden agendas and finally, you&#8217;ll assign trust to the other agents. I won&#8217;t get into alot of detail because I want to see it in action first (this is just first impressions you know)!</p>
<p>The conflict resolution mechanics are also quite simple (in my mind, at least). You create dice pools from your attributes, traits, hidden agendas and trust. Before rolling, each side must state their desired outcome from the roll, then the conflict resolution process begins. You roll a number of d10s equal to the size of your pool, which is then compared to the opponents roll. Successes are measured by how many dice beat the best result of your opponents pool. So for example,</p>
<blockquote><p><em>Ricky has a dicepool of 4. He rolls and the dice come up: <strong>4, 6, 8, 9.</strong> The GM rolls the opponent&#8217;s dicepool of 3, resulting in: <strong>5, 7, 10</strong>. The GM succeeds with one success.</em></p></blockquote>
<p>The really cool thing about this game is that whomever wins a particular conflict gets to narrate what happens. It sounds cool, so I&#8217;m excited to see how it plays in practice. The other thing I like is that the book tells GMs to only roll dice when dramatically important.</p>
<p>My first impression of the book is hugely positive. I love pretty much everything about it (some of the art could be better, but really, its a minor thing) and I&#8217;m really excited about running a session, just to give the tires a kicking. The book does leave alot of setting to personal imagination, which I like. You&#8217;re given enough to see the basic idea, but you&#8217;re not confined to anything hugely specific.</p>
<p>On a personal note, I&#8217;m quite disapointed that I didn&#8217;t decide to buy the Dossier or the Companion - but I&#8217;m confident I&#8217;ll end up buying them in the future. These books give some new areas to put in your games as well as adventure hooks.</p>
<p>If you like what you hear so far, check out <a target="_blank" href="http://www.contestedground.co.uk/">Contested Ground Studios</a> for previews of the product, or just buy the game from <a target="_blank" href="http://www.indiepressrevolution.com/xcart/search.php?mode=search&amp;page=1">IPR</a>.</p>
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		<title>Experience Points #4: Brief Game Master Pointers</title>
		<link>http://www.canadiangeek.org/blog/2008/03/03/experience-points-4-brief-game-master-pointers/</link>
		<comments>http://www.canadiangeek.org/blog/2008/03/03/experience-points-4-brief-game-master-pointers/#comments</comments>
		<pubDate>Mon, 03 Mar 2008 23:03:07 +0000</pubDate>
		<dc:creator>Josh Bazin</dc:creator>
		
		<category><![CDATA[Experience Points]]></category>

		<guid isPermaLink="false">http://www.canadiangeek.org/blog/2008/03/03/experience-points-4-brief-game-master-pointers/</guid>
		<description><![CDATA[Sorry folks, I&#8217;m a bit late on composing this one.  I just hope that I don&#8217;t get myself fired for it!
I&#8217;ve got a few administrative items to pass along this month that I&#8217;ll pass along before we get to the meat and potatoes.  Firstly, I&#8217;m going to add something to the end of [...]]]></description>
			<content:encoded><![CDATA[<p>Sorry folks, I&#8217;m a bit late on composing this one.  I just hope that I don&#8217;t get myself fired for it!</p>
<p>I&#8217;ve got a few administrative items to pass along this month that I&#8217;ll pass along before we get to the meat and potatoes.  Firstly, I&#8217;m going to add something to the end of my columns - a few game recommendations.  These titles are likely going to be games I&#8217;ve never played and have barely read through, but something about them caught my eye.  I hope some of these turn out to be gems in your collection.  The second item is to blatantly self promote - if you&#8217;ve never RPed before, or if you just haven&#8217;t been able to find a group, be sure to check out the Edmonton Gamers&#8217; Association.   You can check them out on <a href="http://dnd.meetup.com/688/" target="_blank">Meetup</a>, which will tell you about all the events they have planned (There&#8217;s one this weekend, March 8th!).</p>
<p>With that taken care of&#8230;here&#8217;s a few pointers for new Game Masters.</p>
<p><strong>Game Master Tips</strong></p>
<p>The first two pieces of advice I&#8217;d give to new GMs are:</p>
<ul>
<li>Plan out your session beforehand.  Know where you plan on taking the adventure.</li>
<li>Don&#8217;t plan out your session beforehand.</li>
</ul>
<p>Of course, I&#8217;m sure you realize these points contradict each other.  Let me explain what I mean in a bit more detail.  For most GMs, just making stuff up as they go just does not work, you&#8217;ll end up forgetting something and your players will call you on it.  You need to have an idea of what the goal of the adventure is.  Know some of the details of how the characters go from point A to point B.  But&#8230;don&#8217;t put all your eggs in one basket.  Players hate &#8216;box canyons&#8217; with one direction of travel.  They will find a way to break your intended path.  So, don&#8217;t plan everything.  Make multiple-plan ideas.  Think of one or two alternate paths that can be chosen to get to the end goal.  Sometimes, they&#8217;ll think of something you never thought of.  You&#8217;ll have to make that up - but take personal notes of what you&#8217;re telling players.  It will help you later on.</p>
<ul>
<li> Ask for feedback.</li>
</ul>
<p>If you&#8217;re playing a game with friends, you should be playing to have fun and hang out.  Ask your players for feedback on the game.  Find out what they like and what they dislike.  Add more of what they like, take out what they dislike.  Sure, you might want something different from a game than your players, so if you&#8217;re a Narrativist stuck in a game with a bunch of Gamists (<a href="http://en.wikipedia.org/wiki/GNS_Theory" target="_blank">GNS Theory</a> is a topic for another article), you might have a problem.  Or maybe you don&#8217;t.  As long as everyone is having fun, the game is a success.</p>
<ul>
<li> Lay out ground (house)  rules with your players.</li>
</ul>
<p>You&#8217;re the GM.  You make the final say on the rules - make sure your players understand how you plan on interpreting them.  Discuss with your players any modifications to the core rules you intend to be using.  For example, Star Wars: Saga doesn&#8217;t contemplate the kneeling position - I developed a set of rules that I will use in those situations.  Make sure your players understand them.  Maybe you don&#8217;t want to look a rule up in the middle of play - ensure your players know this is how you will approach the game (and make sure you make the same ruling throughout the game!!).  Maybe you want everyone to turn their cell phones off during the game.  There&#8217;s multitudes of house rules, make sure you and your players understand them.</p>
<ul>
<li>Learn from your mistakes</li>
</ul>
<p>Face it - you&#8217;ll make a mistake at some point.  When you do, its easiest to own up to it, apologize, and learn from it.</p>
<ul>
<li>Make notes/keep a notebook</li>
</ul>
<p>While you are playing the game, make notes on what happened.  It will help your next adventure, especially if you plan on running a longer campaign.  When you aren&#8217;t playing, keep a notebook with you because you never know when you&#8217;ll think of something or see something that will trigger an idea in your head for your game.  Use the everyday for inspiration, you&#8217;d be surprised how much is there.</p>
<p>This short list is by no means exhaustive.  It is meant as a starting point and to be fairly general.  There&#8217;s many people who have different views on gaming and on game mastering.  Find one that fits you and follow that advice - or blaze your own path.</p>
<p><strong>Game Recommendations</strong></p>
<p>I&#8217;ve got quite a few games that deserve a mention this month.</p>
<ol>
<li><a href="http://www.blackindustries.com/?template=40k" target="_blank">Dark Heresy</a> - this game is set in the Warhammer 40,000 universe.  Characters are under the charge of an Inquisitor, searching out heretics and other threats to mankind in the 41st Millennium.</li>
<li><a href="http://www.evilhat.com/home/?page_id=103" target="_blank">Spirit of the Century</a> - an awesome looking pulp pickup game using the revolutionary FATE 3.0 system.</li>
<li><a href="http://www.evilhat.com/home/?page_id=101" target="_blank">Don&#8217;t Rest Your Head</a> - surreal setting based on works such as<strong> Dark City</strong> and <strong>Neverwhere</strong>.</li>
<li><a href="http://www.wizards.com/starwars" target="_blank">Star Wars: Saga</a> - in case it wasn&#8217;t obvious from <a href="http://www.canadiangeek.org/blog/2008/01/25/experience-points-3-star-wars-saga-edition/" target="_blank">my review</a> last month.</li>
</ol>
<p>Next month, I&#8217;ll be giving an all indie lineup.</p>
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		<title>Behind The Counter #197 - RESPECT, find out what it means.</title>
		<link>http://www.canadiangeek.org/blog/2008/02/22/behind-the-counter-197-respect-find-out-what-it-means/</link>
		<comments>http://www.canadiangeek.org/blog/2008/02/22/behind-the-counter-197-respect-find-out-what-it-means/#comments</comments>
		<pubDate>Sat, 23 Feb 2008 00:03:08 +0000</pubDate>
		<dc:creator>Happy Harbor Comics</dc:creator>
		
		<category><![CDATA[Behind the Counter]]></category>

		<guid isPermaLink="false">http://www.canadiangeek.org/blog/2008/02/22/behind-the-counter-197-respect-find-out-what-it-means/</guid>
		<description><![CDATA[&#8216;
There&#8217;s a lot of sayings that go along with the word respect; “You have to earn respect.&#8221;  &#8220;You have to give respect to get respect.&#8221;  &#8220;Respect your elders.&#8221; They also all seem to be said as absolutes but frankly, I think they&#8217;re all more just starting points or guidelines.  Enter into relationships [...]]]></description>
			<content:encoded><![CDATA[<p>&#8216;<br />
There&#8217;s a lot of sayings that go along with the word respect; “You have to earn respect.&#8221;  &#8220;You have to give respect to get respect.&#8221;  &#8220;Respect your elders.&#8221; They also all seem to be said as absolutes but frankly, I think they&#8217;re all more just starting points or guidelines.  Enter into relationships with a mutual respect and over the course of time decide if that respect is warranted or not.  Case in point, I recently had a conversation with an elder who was trying to earn my respect but in the process out right lied to me.  Killed two out of three of those sayings right there.</p>
<p>Comics are a medium that has long gone without much respect, in my opinion, though I&#8217;m baffled to understand why.  The only logic I can apply to it is just being uninformed.  I have found, generally, that those who &#8220;dislike&#8221; comics have never read them.  Sure there are some that have read a comic or two, probably not very good ones, and were turned off never to look back but a greater majority haven&#8217;t even tried.</p>
<p>There are two conflicting opinions about what comics are these days; &#8220;Comics are just kiddie stuff&#8221; and &#8220;Comics are only for adults.&#8221; Kinda tough to be both, eh, but those are the two most common sayings I hear from the general non-comic populace.  Interesting how something can be only for kids is only for adults at the same time but that&#8217;s where over a hundred years of a lack of respect will get you.</p>
<p>When I go and speak at schools, for any first time visit I try and open with my &#8220;comics are a medium&#8221; speech, to help clarify to those in the room what comics actually are.  And it&#8217;s not just the kids I&#8217;m giving perspective to. Once I finish my mini-speech, facial expressions change to the, &#8220;Oh, really?  Wow&#8221; faces that everyone should have when talking about comics.  Frankly, I believe there&#8217;s no other medium where the creative output is as high, the creators work as hard or are as accessible to their fans as comics. And yet, so few know than a couple of the big names or even that Spider-Man and Superman are owned by two different companies.</p>
<p>Granted, things are changing in our favour.  Personally, I have been invited to speak at more schools and, astoundingly enough, also asked for return visits.  Another big deal is the number of conferences I&#8217;ve been invited to speak at.  This summer I&#8217;ll be at three different events spreading the news about my favourite medium and all instances I often hear a phrase that, while said innocently enough, always makes me chuckle;<br />
&#8220;Can you tell the kids / talk about the world of comics for 15 to 20 minutes and then answer some questions?&#8221;</p>
<p>As many of you know, I can talk about anything for 20 minutes.  How I enjoyed Spider-Man: One More Day, how great John Byrne is, how tasty my rice was last night in my dinner.  So you can imagine how challenged I must be to talk about the entire medium of comics in just 20 minutes and then field some questions. I, somewhat foolishly, made the comment to a customer the other day that went like this, &#8220;Would you ask the Rolling Stones to come and speak about music for 15 to 20 minutes and then field some questions?&#8221; to which the customer said to me, &#8220;Did you just compare yourself to the Rolling Stones?&#8221;  Ego aside, the point was more to that no one can speak about any medium for such a short period of time nor would, in most other cases, anyone be asked to.</p>
<p>Many would argue that it&#8217;s because comics are such a young medium that people aren&#8217;t familiar enough with it to truly respect it but when you look at it against film and television, comics are the oldest of the three.  In fact one could even argue that the &#8220;art&#8221; of comics could date back to the Egyptians making it ridiculously old but really, we&#8217;re just looking at the modern day comic book.</p>
<p>It&#8217;s been a long road for comics to try and gain respect and an even tougher one to decipher.  Why did comics not receive that same acclaim as early film?  The appeal to children was there and that may have created the misconception that they were only for kids but film had cartoons and it&#8217;s now a mega-industry. Television, really just an extension of film, provides viewing material of all sorts aimed towards children and adults in many genres, just like comics, but they still can&#8217;t compare.  What is it that held comics back? Here&#8217;s my outlandish theory.<br />
Comics are the most complex medium to create, consume and enjoy and, thus, it holds less appeal to the general masses.</p>
<p>More next time.</p>
<p>The Shepherd</p>
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		<title>Behind The Counter #196 - Being Considerate</title>
		<link>http://www.canadiangeek.org/blog/2008/02/03/behind-the-counter-196-being-considerate/</link>
		<comments>http://www.canadiangeek.org/blog/2008/02/03/behind-the-counter-196-being-considerate/#comments</comments>
		<pubDate>Sun, 03 Feb 2008 22:16:44 +0000</pubDate>
		<dc:creator>Happy Harbor Comics</dc:creator>
		
		<category><![CDATA[Behind the Counter]]></category>

		<guid isPermaLink="false">http://www.canadiangeek.org/blog/2008/02/03/behind-the-counter-196-being-considerate/</guid>
		<description><![CDATA[&#8216;
A recent word storm has sprung on the net over the date of this year’s New York ComicCon, which apparently falls on the Jewish festival of Passover.  This Rant is going to touch on that, the writer of the initial criticism and about society as a whole, I suppose, so if you are the [...]]]></description>
			<content:encoded><![CDATA[<p>&#8216;<br />
A recent word storm has sprung on the net over the date of this year’s New York ComicCon, which apparently falls on the Jewish festival of Passover.  This Rant is going to touch on that, the writer of the initial criticism and about society as a whole, I suppose, so if you are the type who does not enjoy, appreciate or respect the opinions of others in regards to religion, please stop reading now.</p>
<p>I only wish I could feel as passionately about anything as a traditional Jewish observer does about their faith but I don’t.  I lack the personal resolve to commit myself so intrinsically into anything that I will always be relegated to the sidelines of absolute beliefs.  And while I seldom comprehend one’s absolute devotion to, well, anything, I can respect it.  To a degree.</p>
<p>Neil Kleid is a New York based cartoonist who has, at the end of January, taken some offence to the fact that the 2008 New York ComicCon is being held on the weekend of Passover.  He posted an open letter on his <a href="http://rantcomics.livejournal.com/183771.html">LiveJournal</a> stating as such.</p>
<p>Without knowing all of the particulars of why a show that had, for the previous 2 years been held in February, moved to April, Neil decided to take the organizational committee to task for allowing the show to occur at the same time as Passover.  He actually states that he is “annoyed that the folks at Reed (Exhibitions) didn&#8217;t even take the holiday into account.” without actually knowing if it was taken into account or not.  He further states that “it&#8217;s frankly insulting” that the organizers didn’t even take the time to “open a calendar and see whether the dates of the convention conflict with major holidays”.  Neil knows a lot for someone who, in his opening, admits that “I don&#8217;t know the details” about why the date changed.</p>
<p>Lance Fensterman, head of the NYCon <a href="http://www.mediumatlarge.net/2008/01/reply-and-apology-to-neil-kleid-et-al.html">replied to Neil’s comments</a> and made it clear that that weekend was all that was available to them at the venue where the con was being held.  Even after seeing Lance’s reply, Neil still was not happy.  So my question becomes, how far do we go please everyone?</p>
<p>I can remember a time when everything and I mean everything was closed on Sundays and Christmas (except essential services).  It’s hardly the case these days, especially when you see movies like AVP Requiem opening on Dec 25th.  Has Christmas become less of a holiday because of it?  Well Neil thinks that “the decision to take the dates given (for the NYCon) despite them falling on Passover makes our holiday appear to be of lesser import.”</p>
<p>While I can’t disagree with his feelings, I do have to ask, where does it end?  At what point do we draw the line when considering holding an event that falls on a holiday?  What are the criteria?  Do only certain religions get considered?  With an increase in the number of “recognized” religious dates, how could anyone schedule anything without raising the ire of some group of people?</p>
<p>And I can’t believe for one minute that nothing happens on Passover.  Like Christmas, the movement to provide not just services but also entertainment to those who do not recognize certain religious holidays is growing fast. As a member of the sector that no longer HAS to be open nearly every day of the year but is EXPECTED to be open every day of the year, the arrogance of any individual to say that an event shouldn’t occur because they can’t be a part of it offends me, especially when laced with the ignorance expressed in Neil’s open letter.</p>
<p>It’s sad that there are people in the world who are still looking to be persecuted instead of dealing with actual problems. The NYCon did what they have to do as a business and I’m sure it was not an easy decision to make.  The fact that Neil, without knowing anything about why it happened, instantly skewed the happenings towards a bashing of his religion is a bit disturbing to me. Instead, why didn’t he just email them and ask, “Hey, did you know you booked your con on Passover weekend?” Had he done that I’m sure the comic internet community would have had to deal less with the passion of Neil&#8217;s faith.</p>
<p>I’m sorry you’ll have to miss the con, Neil.  I applaud your faith but your attack on people without knowledge of why they do what they do is truly more damaging than a comic con on any holiday.</p>
<p>-The Shepherd</p>
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		<title>Experience Points #3: Star Wars Saga Edition</title>
		<link>http://www.canadiangeek.org/blog/2008/01/25/experience-points-3-star-wars-saga-edition/</link>
		<comments>http://www.canadiangeek.org/blog/2008/01/25/experience-points-3-star-wars-saga-edition/#comments</comments>
		<pubDate>Fri, 25 Jan 2008 17:46:49 +0000</pubDate>
		<dc:creator>Josh Bazin</dc:creator>
		
		<category><![CDATA[Experience Points]]></category>

		<guid isPermaLink="false">http://www.canadiangeek.org/blog/2008/01/25/experience-points-3-star-wars-saga-edition/</guid>
		<description><![CDATA[My roleplaying experience has pretty much revolved exclusively around Star Wars.  My first game was the West End Games 2nd Edition Star Wars RPG, which I played for many years.  When I joined the SWRPGA, the d6 rules were still going strong.  When WotC published the d20 Version of the Star Wars rules, the club pushed back [...]]]></description>
			<content:encoded><![CDATA[<p>My roleplaying experience has pretty much revolved exclusively around Star Wars.  My first game was the <a target="_blank" href="http://starwars.wikia.com/wiki/Star_Wars:_The_Roleplaying_Game%2C_Second_edition">West End Games 2nd Edition Star Wars RPG</a>, which I played for many years.  When I joined the <a target="_blank" href="http://www.swrpga.com">SWRPGA</a>, the d6 rules were still going strong.  When <a target="_blank" href="http://www.wizards.com">WotC</a> published the <a target="_blank" href="http://starwars.wikia.com/wiki/Star_Wars_Roleplaying_Game">d20 Version</a> of the Star Wars rules, the club pushed back quite severely, myself included.  In hindsight, it was rebellion for the sake of rebellion rather than a real aversion to the new take on the rules.  Eventually, the senior members of the club realized that we had to embrace the new rules so that the new players didn&#8217;t feel outcast.  As for myself, I didn&#8217;t pick up the d20 rulebook for many years, as I tried to focus more on storytelling than gameplay mechanics.  Eventually, I found a copy of the first edition rulebook at a used bookstore, so I decided to purchase it.  By that time, the Revised Core Rules had been out for a while, but the changes weren&#8217;t so significant for the mechanics I wanted to utilize, so I didn&#8217;t care that much.  Shortly thereafter, I burned myself out trying to run the SWRPGA - and I wanted to spread my wings, so to speak.  I started a new site, <a target="_blank" href="http://www.d6d20.com">d6d20</a>, originally dedicated to &#8216;anything but Star Wars&#8217; and passed the torch at the SWRPGA.  Fast forward a year or so - and the <a target="_blank" href="http://wizards.com/default.asp?x=starwars/article/rpgsagaed">Star Wars Saga Edition</a> was announced.  I didn&#8217;t give it much thought, but as the release neared, I became excited.  Coupled with a new-rekindling of my love of Star Wars, I bought the book.  I was very impressed with the rules - and I lifted the &#8216;ban&#8217; on Star Wars at d6d20, which has resulted in a number of Saga games popping up.</p>
<p>While I had a bit of mechanical play-through with my group of players in the <a target="_blank" href="http://wizards.com/default.asp?x=starwars/article/dodcampaign">Dawn of Defiance</a>  campaign provided by Wizards.  I also had the opportunity to run a scenario of Saga at the <a target="_blank" href="http://dnd.meetup.com/688/">EGA&#8217;s</a> RPGCon.  This gave me a few more insights into the system to write a better review of the game (it also gave me another experience - Running a Con Game).</p>
<p>The one main goal of the Star Wars Saga Edition is to capture the cinematic nature of the source material.  Ultimately, I think they&#8217;ve succeeded.</p>
<p>Character creation is quicker than your standard d20 game.  The first stages are the same - attribute generation, species selection, class selection.  There are no surprises in the attributes they are still Str, Dex, Con, Int, Wis, and Cha.  The core book contains a good smattering of the species from the Star Wars universe (Humans, Bothans, Cereans,  Twi&#8217;leks, Gungans and Zabraks, to name a few), each have their own advantages and disadvantages, and I think that the species are fairly balanced against each other.  Once you have your attributes and species selected, you move onto class selection.  In Saga, there are five base classes: Jedi, Noble, Scoundrel, Scout, and Soldier.  As with other d20 systems, your class gives you particular abilities and access to certain feats.  Your class also determines your class bonuses to a new somewhat concept - your defenses.</p>
<p>In Saga, instead of Saving Throws, you have static &#8216;defenses&#8217; that improve as you level (by one point every other level).  The three defenses are familiar terms: Reflex, Fortitude, and Willpower.  Doing away with saving throws lowers the amount of rolling done by the players and speeds combat up significantly.  As an example - when attacking, the attacker rolls his attack.  If his attack roll (including bonuses) is equal to or higher than the defender&#8217;s defense (in this case, Reflex), the attack succeeds, then damage is rolled.  An interesting side effect of the way your defenses improve is that armor becomes less helpful, as you have the option to either wear armor and take its benefits or take one half your character&#8217;s level.  As what I would consider to be common armor at best gives you a +4 to your Reflex Defense (and no bonus to your others), you would quickly want to shed your armor.  I feel this mechanic (intended or unintended) really helps drive the &#8216;feel&#8217; of the Star Wars Universe.  When you watch the movies, the heroes don&#8217;t wear armor, so it makes sense that the game mimics that.</p>
<p> Another addition to the classes are talent trees, an idea obviously taken from d20 Modern.  It is a welcome addition and gives players an opportunity to specialize their characters in their class.  Having certain talents also ends up being a requirements for some of the Prestige classes in later levels.  Also, characters are granted feats.  Feats are the same as they were before - no comments to be made there.</p>
<p>The truly interesting concept in Saga is the reformed skills.  Not only has the number of skills been reduced (albiet, only slightly), but the way they are used has changed too.  Even if untrained, your skills improve over time, by one half your character level (rounded down) - which means, no clumsy skill rank system.  Each class is given a number of class skills which they can train in (each class is given a particular number of skills they can train in initally, plus their INT modifier).  Training in a skill grants you a +5 bonus to all checks relating to that skill.  Some uses of a skill require training, but the basic uses do not.  In addition, you can train in new skills through the Skill Training Feat, or improve your Training in a Skill with the Skill Focus Feat (which grants another +5 bonus).  As one of my online group member&#8217;s put it: &#8220;you&#8217;re unskilled, skilled or have a masters degree&#8221;.  I haven&#8217;t played with the system at higher levels, so we&#8217;ll see how having everyone with a +5 (or more) to their skills just because they have 10 levels goes when I get there.  Overall, I like the mechanic.</p>
<p>Force powers seem to work well.  As a Jedi, you are able to train and get a set of powers, which you can use - once per training in that power in a situation.  If you rest for a minute, you regain all spent powers.  Its a simple mechanic (it involves the Use the Force skill) and in my experience is alot easier to administer than the d6 counterpart.</p>
<p>The only other additions to combat is the condition track and damage threshold.  The damage threshold is a number that is generally your FORT defense (plus any modifiers) that represents how many points of damage you can take before moving down the condition track.  So, if you take damage equal to your damage threshold and you still have hitpoints, you move down the track by one square.  The condition track has 5 steps (-1, -2, -5, -10, helpless) and represents how wounded you are.  As you move down, the greater the penalties you incur when performing tasks.  It works nicely and like everything else, its pretty simple.</p>
<p>A problem we encountered at the Con game was that according to the rules, you cannot grapple an opponent without having certain feats, and in general, the unarmed combat rules were lacking.  We worked around that in our game as a quick fix, but if I was running something longer term, I&#8217;m going to need to develop some new house rules.</p>
<p>Online, there has been a number of debates about the rule mechanics of kneeling.  The rules seem to contemplate only two stances: Prone and Not-Prone.  I felt this did not fit the game well, so I made a ruling that basically halves the bonuses (and penalties) for being Prone.  I think this fixes that &#8216;hole&#8217; to my satisfaction.</p>
<p> Another comment I had regarding the book was its lack of vehicles.  From my understanding, the Starships of the Galaxy sourcebok is almost entirely stats for starships, but the land vehicle area still is lacking somewhat.  A fellow Con-goer, commented on the lack of &#8216;fluff&#8217; or setting in the book.  Personally, I felt that most people picking up the game were already quite familiar with the Star Wars Universe, so it wasn&#8217;t required.  The information the book does provide covers all 6 movies and provides a bit of information regarding some major Expanded Universe happenings.  I see his point, but for my style of GMing, what is there is good enough.</p>
<p>I think that Saga is an excellent addition to my library and anyone with an interest in any former edition of the Star Wars RPG would find this system easy to learn.  The rules are set up for fast-paced action (assuming you set up your encounters correctly), with a low amount of dice rolling, and a real sense of character advancement.</p>
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		<title>Behind The Counter #195 - Won&#8217;t Someone Think of The Children?</title>
		<link>http://www.canadiangeek.org/blog/2008/01/18/behind-the-counter-195-wont-someone-think-of-the-children/</link>
		<comments>http://www.canadiangeek.org/blog/2008/01/18/behind-the-counter-195-wont-someone-think-of-the-children/#comments</comments>
		<pubDate>Sat, 19 Jan 2008 04:55:48 +0000</pubDate>
		<dc:creator>Happy Harbor Comics</dc:creator>
		
		<category><![CDATA[Behind the Counter]]></category>

		<guid isPermaLink="false">http://www.canadiangeek.org/blog/2008/01/18/behind-the-counter-195-wont-someone-think-of-the-children/</guid>
		<description><![CDATA[&#8216;
There&#8217;s no disputing comics have grown in the last couple decades.  Point the finger at the Dark Night, Watchmen, the Punisher or whoever you wish but a lot of the charm and innocence of the comics of yesterday have departed us in favour of more &#8220;real&#8221; and &#8220;gritty&#8221; stories.
I&#8217;m not even sure if the [...]]]></description>
			<content:encoded><![CDATA[<p>&#8216;<br />
There&#8217;s no disputing comics have grown in the last couple decades.  Point the finger at the Dark Night, Watchmen, the Punisher or whoever you wish but a lot of the charm and innocence of the comics of yesterday have departed us in favour of more &#8220;real&#8221; and &#8220;gritty&#8221; stories.</p>
<p>I&#8217;m not even sure if the supposed harmless or all ages titles being published today are really that good for kids either.  I was informed by one parent that &#8220;Mouse Guard&#8221; was too violent for their 9 year old but a part of me thinks back to the fantasy animal books I read as a youngster (&#8221;Watership Down&#8221; popping to mind instantly) and wonders why today&#8217;s parents are concerned with showing their children images of mice sword-fighting snakes and each other.  But that&#8217;s not really the point of this Rant.</p>
<p>What is more concerning me is the recent push by publishers to create comics for kids, specifically, educational comics.  I&#8217;m not against education in comics, in fact I&#8217;ve learned as much from comics as one could, I suppose, but when these books are targeted at schools to be used as tools for kids, there is one thing that pisses me off more than anything.</p>
<p>The price.</p>
<p>Case in point.  Standard comics (Spidey, Sups, etc.) are generally 24 pages of story, full colour, for $3 which breaks down to about $0.13 per page (if we use the actual solicited numbers, 32 pages, cause you should count the ads, it&#8217;s $0.09 per page). In my opinion, not a bad deal for some storytelling and artwork that I get to keep around and revisit when my whimsy hits. However educationally generated comics seem to have a much higher value.</p>
<p>Barron&#8217;s Graphic Classics produced two books in late 07, one based on Dracula and the other adapting &#8220;The Man in the Iron Mask&#8221;.  Both books are 48 pages for $8.95 ($0.19 per page).  Capstone Press offered a great selection of books for Black History month in the December Previews featuring not just the standard King Jr. and Jackie Robinson but also Booker T Washington and Wilma Rudolph.  Sadly the books are 32 pages for $7.95 ($0.25 per page). And in 2006, HH bought several books from Rosen Publishing, with the intention of reselling them to the schools we had been dealing with.  I was so excited when I first saw the books that I didn&#8217;t even look at the price.  Talk about sticker shock.  32 pages for $11.95.</p>
<p>I complained to Rosen and apparently I wasn&#8217;t the only one and they did shave off $3 per book but that still left them in the realm of unreasonable.  And not just for the price but also for the quality of the storytelling and the art.  They were sub-standard by comic market levels and when I attempted to continue my dialogue with Rosen as to why their books were so pricey (I stayed away from commenting on quality), they never responded directly, only saying they were sorry I was unhappy with their product.</p>
<p>There are exceptions and I would be remiss if I didn&#8217;t mention Eureka Productions and their series of &#8220;Graphic Classics&#8221; (usually 144 pages for $10 BUT, black and white).  Overall, I am befuddled as to why comics that work so hard to entertain and educate kids feel the need to price themselves so ridiculously high.  It is the same reason I never wanted to carry Pokemon cards in my stores as the price per pack, and we were on the low end at $6 for a 6 card pack, was offensive when compared against Magic The Gathering, which I could retail for $3.75 for a 15 card pack.</p>
<p>Is the market aimed at children so cut-throat that the &#8220;bleed &#8216;em dry&#8221; mentality must be so dominate?  When you have a new breed of readers/players/collectors every couple years, isn&#8217;t the longevity of your product a bit more secure than that of an aging Super or Spider-fan?  I&#8217;m truly at a loss.</p>
<p>Which is why when schools ask me about these books, I warn them ahead of time.  With budgets as tight as they are, I can get them 5 times the page count and value for their money against an educational book by getting them an &#8220;Edu-manga&#8221; and teachers love that.  24 pages for $8, come on!  Educators may be desperate for tools to help teach kids but they&#8217;re not stupid.</p>
<p>On a parting note, I should mention that a fairly big name comic publisher mostly known for their horror comics is jumping into the mix.  IDW, home to such children&#8217;s classics as &#8220;30 Days of Night&#8221; and &#8220;Gene Simmons Dominatrix&#8221; is debuting the first of their children&#8217;s picture books with January&#8217;s &#8220;Michael Recycle&#8221;.  Order your 28-page book for only $15.99 today!</p>
<p>The Shepherd</p>
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		<title>Experience Points #2: Challenges Facing Roleplayers</title>
		<link>http://www.canadiangeek.org/blog/2007/12/27/challenges-facing-roleplayers/</link>
		<comments>http://www.canadiangeek.org/blog/2007/12/27/challenges-facing-roleplayers/#comments</comments>
		<pubDate>Thu, 27 Dec 2007 15:55:36 +0000</pubDate>
		<dc:creator>Josh Bazin</dc:creator>
		
		<category><![CDATA[Experience Points]]></category>

		<guid isPermaLink="false">http://www.canadiangeek.org/blog/2007/12/27/challenges-facing-roleplayers/</guid>
		<description><![CDATA[There&#8217;s a number of challenges that face roleplayers these days.  The lack of time, the lack of &#8216;new blood&#8217;, getting/keeping a gaming group alive are just a few of the things that we find ourselves dealing with.  And that only covers face-to-face!
As primarily a play-by-post roleplayer, I find the time excuse (generally) to be moot.  [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s a number of challenges that face roleplayers these days.  The lack of time, the lack of &#8216;new blood&#8217;, getting/keeping a gaming group alive are just a few of the things that we find ourselves dealing with.  And that only covers face-to-face!</p>
<p>As primarily a play-by-post roleplayer, I find the time excuse (generally) to be moot.  With that said, it is easy to become overwhelmed if you join/run too many games.  But if you know what your limits are, you can organize your day to put in the 10-20 minutes to put up a post or a flurry of posts in a game or two.  The problem with play-by-post is the time.  Things aren&#8217;t always as fast as you&#8217;d like them to move.  For instance, I just ran a sample Star Wars Saga combat session, which took almost a month.  Granted, I did let the players &#8216;take their time&#8217; because I was writing exams.  In both of my games, I&#8217;m trying to get a posting rate of 3 times a week, which I&#8217;m having difficulties achieving due to my players, when I really should just post without them if they are unable to notify me of their absences. </p>
<p>When trying to get new people to play, some common responses are:</p>
<ul>
<li>RPGs are too complicated (&#8221;I don&#8217;t know all the rules&#8221; / &#8220;I can&#8217;t create a character&#8221; / etc.)</li>
<li>RPGs are too boring (&#8221;It&#8217;s just a bunch of people sitting around a table munching snacks?&#8221;)</li>
<li>RPGs are too time consuming (&#8221;It&#8217;s going to take hours, and we still won&#8217;t have gotten anywhere!&#8221;)</li>
</ul>
<p>Yes, time is always a factor - but if its something you enjoy doing, you&#8217;ll find time for it.  Of course, if this is someone who&#8217;s never played before, you might want to introduce them into a one-shot in the system you&#8217;d like to play in or play a pick-up game that is designed for one-session play.  The point being - you can get somewhere in just a few hours.  Then, if you liked the one-shot/short-session game, try a multiple-session game.  Going back to my original statement - if you like it, you&#8217;ll find time to do it.</p>
<p>RPGs are boring&#8230;well, I guess I can&#8217;t provide an argument to that.  If you don&#8217;t like it, that&#8217;s fine - you don&#8217;t have to do it.  But really, how is &#8217;sitting around a table eating snacks&#8217; any different than any other thing you do with your friends?</p>
<p>Finally - the game is too complicated.  I won&#8217;t deny that many games are very complex.  There are some that aren&#8217;t.  Even with that said, once you learn one system, you generally can run pretty much any sort of game you&#8217;d like (to varying degrees of success).  If you learn the d20 system, you&#8217;ve got D&amp;D, Modern, Mutants and Masterminds, and Star Wars pretty much covered.  Sure, each have their own &#8216;tweeks&#8217;, but the basic mechanics are the same.  The same goes for the World of Darkness games - you&#8217;ve got the full supernatural spectrum covered.  So, once you&#8217;ve learned something, you can play a range of games.  Of course, if you&#8217;ve never played, it can take some time to learn.  Personally, I think the best way to learn is to just start playing.  If you&#8217;re trying to introduce someone to gaming, help them to make them a character (ask questions like, what do you want to be good at, etc), or have the GM give them a character skeleton (allow the new person to customize by providing the personality and background).</p>
<p>These are just a few ideas to help introduce new people to games.  I certainly don&#8217;t know how to solve all the problems.  Hopefully, the gaming community can continue to discuss how to introduce new players to our hobby of tabletop gaming.</p>
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