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WIL WHEATON dot NET
WIL WHEATON dot NET

50,000 Monkeys at 50,000 Typewriters Can't Be Wrong

Author: Wil

Author, actor, producer. On a good day, I am charming as fuck.

Gaming with kids: rule 17b

Posted on 12 September, 2008 By Wil

My friends Ed and Mel gave me The Last Night on Earth when I was at PAX. I had to ship home everything I got there (only two boxes, because I was restrained this year) and it arrived yesterday.

Nolan and I played it after dinner last night, and we both enjoyed it a lot. I think he’d have had more fun if he hadn’t been plagued by disastrous rolls (a statistically improbable run of 1s and 2s) but we both liked it enough to play it again tonight.

However, there were several times during the game that I could feel his frustration so much, it threatened to make the game not fun for both of us. I helped him get through it with an appropriate balance of humor and empathy, but if he’d been just a few years younger, it would have been a disaster for us both and he’d never want to play it again.

So this morning, I thought of a way to help GeekDads and GeekMoms who encounter this with their own kids. It’s a variation on something my friends and I call Rule 17a.

Rule 17a is a house rule we invoke when we’re learning a new game. It basically states that, at any time, a player can say, “You know, I just realized that I did this stupid thing that I wouldn’t have done if I had a little more experience in the game. I’d like a do-over.” If the majority of the players agree (and we always do) then we just back up a little bit, and play on. It reduces the risk of doing something bone-headed that you can’t ever recover from, and it keeps the game fun.

As a parent, particularly when my kids were small, I was always looking for teachable moments, where I could take an experience they’d just had and use it to apply some kind of life lesson about basic values, like being honest or kind, doing the right thing when it wasn’t the easy thing, and being a good sport. Gaming presents tons of opportunities for parents to teach their kids about all of these things, as well some other important values: life isn’t fair, and when things don’t go the way you want them to, it’s not the end of the world. Never sacrifice the journey for the destination. Always do your best. It’s just a game.

But when your child has just rolled his third or fourth critical failure, and is wondering why he’s even playing the game instead of . . . well, instead of doing anything else, all that goes out the window. We want our kids to have fun when they play games, after all, and we all know that nothing ruins a game experience faster than totally horrible dice rolls, especially for kids.

Enter Rule 17b:

Depending on your kid, the game, and some X factor that I leave to you as a parent, you could give your child up to three “roll again” markers, like poker chips or glass beads or whatever, that she can use at any time to re-roll a particularly bad dice roll. They can use it whenever they want to, but once the marker it used, it’s gone for the rest of the game, so your child will have to choose very carefully about when she’s going to use it. This would be especially great with a couple of smaller kids, because the parent isn’t put in the position of awarding do overs and giving the appearance of favoritism (raise your hand if you’ve ever had to untangle that Gordian Knot.)

I wouldn’t suggest this with more traditional board games of the Monopoly variety, but I think it would work well in games like Settlers of Catan, Descent, or Talisman. It gives children a little bit more control than they’d otherwise have, so they’re not at the mercy of the dice as much as they would be without it. They have a little bit of a safety net, even when they get unlucky.

You’d still get those teachable moments about enjoying the journey and being a good sport, and when the markers run out, they’ll still see that life isn’t always fair, but by invoking Rule 17b, your child’s (and your) gaming experience is less susceptible to the fickle whims of chance. Your son or daughter is empowered at a time when they’d feel helpless and frustrated. Everyone has more fun, which is the whole point of gaming in the first place, and you may just add a gamer to the world.

Purists will say that this unbalances games. I’m not entirely sure I agree with that, because if you’re playing with small kids the older kids and adults have inherently unbalanced the game (unless they take it easy on the kids, which I never do, because once the figure out that you’re doing that, it’s a huge insult to them. Kids want to win, but they want to win on their own, especially when they’re playing with a parent.)

I want to hear from my fellow Geek and Gamer parents: what do you think of this idea?

Updated to add: Several people have suggested that all the players, including parents, get Mulligan Markers (or whatever you want to call them) so that everyone is on equal footing. Parents, of course, don’t have to use them, but at least they’re there. I think this is a super idea, and I wish I’d thought of it.

in which i get to hurl polyhedrons

Posted on 11 September, 2008 By Wil

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From left to right: Me, Gabe, Kurtz, Tycho.

This was pretty much as fantastic as I thought it would be, and I’m very proud of myself for never blowing a save versus "OH MY GOD I CAN’T BELIEVE I GET TO DO THIS" the whole time we played.

Check this out: we had so much fun, Jerry says that if they do more D&D podcasts, I’ll get to join them, as the intern who opens all the doors and doesn’t get any gold.

Awesome.

(Note: This picture is © All rights reserved because Kiko took it.)

pretty much the coolest thing you’ll see today

Posted on 10 September, 2008 By Wil


(via boingboing )

it is pitch dark

Posted on 10 September, 2008 By Wil

I’m wearing this awesome T-shirt today, in honor of the activation of the Large Hadron Collider, which hasn’t destroyed the Earth yet (or ever, you anti-science mouth breathers) but won’t really get a chance to send crowbar stock skyrocketing until October when it actually crashes stuff into other stuff.

If you’re wondering what the LHC will do and why geeks haven’t been as excited about anything since the invention of internet porn, there’s a great article on How Stuff Works about, um, how it works. Recommended.

Did yesterday’s post about RPGs give you such withdrawal you woke up with the shakes in the middle of the night, certain that there was a Grue at the end of your bed? You may want to read Geekdad’s long-overdue review of D&D 4e’s Dungeon Master’s Guide.

Top Shelf, publishers of Super Spy (my favorite graphic novel of 2008), are having a massive sale. Fill your shelves for $3 a book, and march onward to victory, for great justice!

I’m a huge fan of post-apocalyptic fiction, and my love of Zombie stories specifically isn’t exactly a big secret. You can imagine how excited I am to read John Joseph Adams’ anthology The Living Dead , which includes Some Zombie Contingency Plans, made available in its entirety by its author, Kelly Link (author of the magnificent Magic for Beginners.)

This comic is awesome. I am not worthy.

While I was at PAX, I signed an autograph for a girl who was wearing an insanely cool T-shirt. It had a retro raygun on it, shooting out green rings that said “woo woo woo!” over them. I asked her where she got it, and she told me that she’d designed and created it herself. It was, sadly, a one-of-a-kind handpainted sort of thing. Thinking quickly, I said “You must put that online so I can buy it,” using as much of The Force as I could muster. I guess it worked, because now you can buy one for your very own. Mine arrived yesterday, and it looks beautiful. (Link to Retro Raygun T-Shirt at Zazzle.)

This new Genius thing in iTunes, which is sort of like The Filter meets Pandora is intriguing to me. I’ve had it build one playlist, and out of 25 songs, it only picked one that didn’t really belong there. It even picked out a wonderful song (Landlocked Blues, by Bright Eyes) that I didn’t even know I had in my library and hadn’t heard until just now. The buying thing is swell, too, especially since Apple is slowly catching up to Amazon MP3 and realizing that given the choice between fucking goddamn stupid DRM and no fucking goddamn stupid DRM, we’re going to choose no fucking goddamn stupid DRM every time.

Oh, and speaking of fucking goddamn stupid DRM: Spore? Nelson Muntz has something to say to you, bucko.

That’s all for now. I’m going back to future Los Angeles for the rest of the day.

Lizardmen live in the marshes

Posted on 9 September, 2008 By Wil

“This is a game that is fun. It helps you imagine.”

-Preface to the D&D Basic Rules Set, 1983

I’m following the “blog less while you’re writing stories” rule, so I can stay on target and get this novella finished before Duke Nukem Forever ships.

So, very briefly:

Playing a tiny bit of D&D 4e at PAX made me massively nostalgic for tabletop RPGs, and I’ve spent more time than I probably should since I got home reading through my library of sourcebooks and handbooks. Thanks to Twitter, I found out that you can buy ancient D&D modules as PDFs for next to nothing from Paizo, so I picked up the D&D Basic Rules Set and module B2, The Keep on the Borderlands, and returned to the place my geek journey truly began. It made me so happy to see the Lizardmen again, I tried to convince Nolan that he should get a couple of friends together and let me run B2 for them using the original rules. Sadly, I rolled a one every time.

Reading those original rules reminded me how much simpler RPGs used to be, and I got it in my head that I wanted to find and play something that didn’t require minis for combat, that would put the focus on role playing, puzzle solving, character development, and other non-dungeon crawly stuff. I didn’t recall ever using minis during our GURPS campaigns back in the 80s, so I grabbed my GURPS 4th Edition manuals and went straight to the Combat Lite chapter, where I found exactly what I was looking for. (Tangent: my friend and editor Andrew is the same Andrew who edited GURPS. Goddamn do I love GURPS.)

Without realizing it, I spent several hours reading the rules and thumbing through my various sourcebooks. On the surface, I was just refamiliarizing myself with the system, but it was actually more about a nostalgic trip back to 9th grade, with a side trip to 2038 when I found a stack of AADA Road Atlases and Uncle Albert’s catalogs.

After GURPS, I dug into Mutants & Masterminds, which has the greatest damage system ever, and that’s where I currently sit. Once I’m done with it, I’m going to go through True20, including some quality time in Freeport and Damnation Decade, and when that’s all over, I’ll finally have a chance – one year after I bought it – to wander through Monte Cook’s World of Darkness.

I’m not sure what if anything I’ll end up playing. My free time is very limited, and it’s a DC 25 – at least – to get my friends together for anything. But there’s a great essay at ComicMix called Why Game? that explains why it’s worth trying:

Why do we game? It’s a fair question, actually, and especially now with our preponderance of entertainment options. Why game when I could read a book, watch a movie, play a computer game or video game, surf the Web, play cards, play a board game, etc.? What’s so cool about gaming?

There’s the escapism aspect, of course. Had a rotten day at work? Slaughter some orcs or raid an alien enclave. Feel like you’re not getting enough respect in your life? Play the conquering general or the rescuing hero. But most of our other entertainment provides that as well, at least vicariously—you can sit back and imagine you’re John McLane or King Leonidas or Bruce Wayne, or lose yourself in the adventures of Harry Potter or Sebastian or countless others. And many of those other forms provide more immediate escapism, with far less effort. So there must be something more, something else a roleplaying game offers.

The answer, for me, lies in the definition above. Collaborative interactive storytelling.

I could have written it myself.

Clarifying afterthoughts: I’m not knocking D&D 4e or its combat system. If you like to use minis for gaming, it’s really awesome and very easy to use. In fact, their D&D Minis game is a lot of fun for what it is, and you get the added bonus of learning 4e’s combat system while you play. I’m just saying that, after years of playing mini-o-centric combat in RPGs, I’d forgotten how much I liked to roll it old school, where we’d just sit in a bunch of chairs or on couches and work together to tell a story.

I didn’t realize how much Keep on the Shadowfell is like Keep on the Borderlands until I re-read Keep on the Borderlands this weekend. It’s not even that subtle, but it’s incredibly awesome and makes me like Shadowfell even more than I already did.

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