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

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WIL WHEATON dot NET
WIL WHEATON dot NET

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

Category: Games

the sky above the port

Posted on 13 May, 201313 May, 2013 By Will Hindmarch

This guest post is brought to you by Will Hindmarch, writer and designer of such titles as the one he’s about to tell you about…

A-N-N

You were the best. Underground, cyberpunk street samurai, burglars and breakers, agents of a mysterious spymaster with half a name, zero history, and a plan. He made the missions and you carried them out. You were the go-to crew for high-stakes break-ins, dangerous ops, and impossible escapes. You fought the megacorps, the tyrants, the killers—all for the sake of making a better future, of beating the Technocrats at their own game of shaping tomorrow. You always won, never quit, lived in the now. 

Until, eleven years ago, he disappeared…

Now he’s back—back in trouble—and it’s up to you to save him and maybe, along the way, change the world.

—

Today is the day. Today I debut Always/Never/Now, an all-in-one RPG adventure of futuristic cyberpunk action and intrigue. It’s 100+ pages in PDF format and available at DriveThruRPG right now for the somewhat remarkable price of FREE.

Additional posts and thoughts on A/N/N can be found at always-never-now.tumblr.com.

A/N/N is developed from adventures and characters my friends and I played years ago — and then brought out of retirement for one more mission in 2011. I retrofitted the adventure I wrote for that reunion and playtested it at conventions like Gen Con, Origins, and PAX until it was sharp enough to share. Then I invited artists Steven Sanders, Noah Bradley, and Craig S Grant to make it more handsome.

And today, at last, it’s ready for you to play.

If you find that you dig A/N/N and you’d like to thank me with dollars, please click the donate button on my website.

—Will Hindmarch

wandering the deadlands

Posted on 24 April, 201324 April, 2013 By Wil

I woke up before the dogs this morning, opened my eyes to the blue/grey light of six am sliding though my blinds, and listened to birds singing in the yard.

Marlowe stretched and rolled over to rest against me. Watson jumped up into the bed and wrapped himself around my head, and Seamus snored at my feet. I lay there for a few minutes, soaking in the feeling of being in my own bed, in my own home, with my pets around me, knowing that I’m heading north of the wall tomorrow to sleep in a hotel for four nights. I can’t complain — I’m not staying with Craster — but I do love my house and all who live inside it ever so much.

I arched my back, felt my ribs crack and blinked sleep out of my eyes. I eased myself out of the bed so I wouldn’t wake anyone up, and walked into my kitchen, where I began to prepare my morning coffee. I’ve recently converted to the Chemex, and though it takes a little longer than the Aeropress, it’s worth the wait, and the ritual of the whole thing pleases me.

While I waited for the hot water to drip through the grounds, I heard footsteps in the hallway. Anne came out and said, “What are you doing?”

“Making coffee.”

“Why are you awake?”

“I don’t know. I guess my body decided that it had all the sleep it needed … so here I am.”

Marlowe walked out, her little feet clicking against the floor, and joined us in the kitchen. She looked up at Anne and wagged her tail.

“Good morning, little Marlowe Bear,” Anne said, petting her. Marlowe wagged her tail faster.

I poured my coffee and took it into the dining room, where I had left my Deadlands Marshall’s Guide open last night. I picked up reading where I left off, coffee warming and waking me up.

Deadlands is a setting for Savage Worlds. It’s a “Weird West” setting where players live in an alternate version of 1879 America where the Civil War isn’t really over, but a cease fire holds, most of California has fallen into the ocean due to a great earthquake, and all kinds of weird and terrifying monsters roam the countryside. I’m going to start a Deadlands campaign for my group in a couple of weeks, and I’ve been preparing, figuring out what parts of the world interest me, where I think my friends would enjoy exploring, and what sort of big story I want to take them through over the next few months. It’s the first time I’ve run a campaign since the 80s, and I’d forgotten how much work goes into the whole thing. My brain is tired from all the information I’ve been cramming into it, and I feel a pleasing mental fatigue that I normally only experience when I’m working long hours on a movie or tv show.

My imagination has been working overtime as a result, and though I can’t remember any of my dreams, I wake every morning with an unsettled feeling, like a soft sort of dread from whatever Dreamlands I visited while I slept. It’s not unusual for me to have full-blown nightmares when I’m away from my own bed, and I must admit that I’m a little anxious about what waits for me in the dark Canadian nights of the next few days.

Anne went into the living room and Marlowe snuggled up against her on the couch. In our bedroom, I heard Seamus’ collar jingle as he woke up. Outside, the birds continued to sing. I sipped my coffee and turned the pages.

It’s cold for Los Angeles today, gloomy and even a little misty at time. I imagine that above the grey clouds and beyond the heavy mist that clings to the mountains, our universe is being constructed, much like the Deadlands that I’m building in my head.

first impressions from savage worlds

Posted on 18 April, 2013 By Wil

I want to do a spinoff of Tabletop that is a season-long RPG show, with the same group of players and one campaign. I’m trying out different systems to see what I enjoy the most and what would work for the show. Last night we played Savage Worlds, and I really enjoyed it. I can’t imagine another system that would let us get in 5 satisfying combats in one session, and the thrill of exploding dice was really great (except when we were trying to subdue some bad guys, aced three times, and ended up killing them. Oops.)

My friend Martin ran it for us, in a post-apocalyptic setting he’s been working on for a long time. It says a lot about the system, I think, that he could just drop something into it that he developed entirely on his own and Savage Worlds supported it without any weird hacking.

My general impression of the system is positive, though I think using a wild card die with a d4 skill for a trait test is a little broken. We didn’t run the math, but it seems like it turns a lot of those trait tests, which should be very difficult to make since you only hit a success one in four times, into a little better than a coin flip. We talked about making a house rule that a d4 skill doesn’t get a wild die, but I need to do more research on it before I commit to the change.

We felt that the allies were a little overpowered, though I think we were running them wrong (I had 5 grunts with me, and instead of rolling once for them, I rolled 5 times, which I think was a mistake). Again, it’s nothing that can’t be fixed with a little tweaking to get better balance.

When I run Deadlands, I’m going to use a modified Zones system that John Rogers told me he lifted from Fate, which seems really great: an area is broken up into zones, and it costs one movement to go from one to another. If you’re in a zone with an enemy, you can melee, and you figure close/medium/long by counting zones between you and your target. Rogers told me that he puts each zone on an index card, and encourages his players to describe what each zone looks like (for example: in a nightclub, the stage is one zone, the tables another, then the bar, and the balcony. The players describe the area, so they’re building it in their imaginations and making it come to life). This lets you keep track of combat and gives a sense of spatial awareness without making it about minis on a map and counting squares, which I really don’t like. I don’t mind minis when I’m playing Warhammer, but otherwise, they just aren’t for me.

Overall, I liked it enough to play the system again, and I got enough of a handle on it as a player that I feel comfortable running it for my group next time we get together. I have an idea for a Deadlands campaign that should be pretty fun for everyone involved.

More #TabletopDay awesomeness

Posted on 27 March, 201327 March, 2013 By Wil

TableTopDay_300x600I was talking with my pal and Tabletop Day Super Make It All Happen Guy, Boyan, a bit earlier today, about what people will get when they go to one of their Friendly Local Gameshops to play games on Tabletop Day this Saturday.

Here’s what he sent me:

7 WONDERS — Catan Civilization Board
BELFORT — Promo cards
CASTLE PANIC — Multi-color Hero promo card
D&D — Drizzt promo card
DIXIT — Dragon promo card
DOMINION — Promo cards
ELDER SIGN — Promo card
EVIL BABY ORPHANAGE — Promo cards
FLUXX — Promo card assortment bundle
GLOOM — TableTop Day promo pack
MAGIC — Free Magic: the Gathering Cards
MAYFAIR — A whole sheet of promo tiles
MUNCHKIN — Killer bookmark
RESISTANCE — FULL GAME & promo card set
SPARTACUS — Promo card
SPOT IT — Spot It promo pack
TSURO — Tsuro of the Seas promo tiles

Some of you may be asking yourselves, “How do I get all this awesome free stuff?”

Easy! You just go to www.tabletopday.com and search events that have stars as their icons. These are stores that are guaranteed to have the #TableTopDay retail launch kit. Stores that are listed with a playing card icon may have them, but it’s not guaranteed. We’re not sure how each store will decide to give away their various promotional items, but I’m fairly certain it will involve some sort of gaming experience.

What’s that? You want even more awesome stuff? Okay, how about a TabletopDay bundle from DriveThru RPG, that’s an entirely free set of RPG PDFs that includes quickstart rules for A Song of Ice And Fire RPG, Brass & Steel, Leverage RPG, Savage Worlds, D&D 4th Edition, and Mistborn? Or maybe you’d be interested in playing ACTION CASTLE, the first adventure in the Parsely system!

There’s a ton of free stuff and it’s all free to celebrate Tabletop Day. Also, it’s free. Because we love you. Also, don’t forget to download, print, paste, and cut out your very own stand-up me and Tabletop Trophy Of Awesome!

I have to say thank you to all the publishers who got on board with us, and are giving these amazing things to our fellow gamers, and to all my fellow gamers out there who are participating in something that’s so huge and epic, I’m having a hard time wrapping my head around it.

This is going to be so freaking great, you guys. Until TableTop Day … PLAY MORE GAMES!

 

 

in which 16 year-old me plays Teen Win Lose Or Draw

Posted on 20 March, 2013 By Wil

This is … uh … a thing that happened.

This last weekend at MegaCon in Orlando, I met contestant Keri again, and she reminded me that we did this in 1989 when I was at the Disney Studios in Orlando. I asked her if she had a copy of it, and her husband told me they had it on VHS, but she was embarrassed by it and didn’t want anyone else to see it. He and I communicated in the secret language of husbands, and he risked sleeping on the couch to share it with us. I’m really glad he did, because unlike pretty much everything I’ve seen from this part of my life, I’m not mortified by it*. I think it’s pretty cute, and it’s obvious that we’re all having a whole lot of unselfconscious fun.

BUT! There is a cautionary tale, here: Kids, this is what we looked like when we were teenagers in the late 80s. I keep seeing that some fools are trying to make these fashion trends come back for you damn kids today. LEARN FROM OUR MISTAKES. DO NOT REPEAT THEM. WE WORE NEON SO YOU DON’T HAVE TO.

*except when I’m hollering at 16 year-old me to give the fucking obvious answer you moron!

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