With SOPA-palooza going on around here the past couple weeks, I completely neglected my shameless self-promotion duties. Now Marketing Darrell is upset with Blogging Darrell, and won’t talk to him, which frustrates Gamer Darrell since he needs those two guys to help playtest the new game designs. Sigh. Such is the life of a multi-tasking freelancer.

So yes, if the American government’s commitment to Hollywood hadn’t hijacked the blog for a week, I surely would have mentioned that the new expansion for The Big Bang Theory: Mystic Warlords of Ka’a has just come out.

For the uninitiated, Mystic Warlords is a Facebook card game. It’s based on the card game played by the characters in the Big Bang Theory television show. It’s a fantasy game, with elves and dragons and magic swords and such, but it’s got a wide vein of humor running through it, in the Big Bang Theory style.

The game is developed by those stalwart champions of online card games, Dire Wolf Digital, who I’ve been helping out with game design duties. The expansion features a ton of new cards, the deliciously eeevil Twilight Elf faction, and some cool new mechanics. If you’re (a) on Facebook, (b) like card games, or (c) like The Big Bang Theory, you should take the game for a spin and see what it takes to be mystic warlord.

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Earlier this week I discussed how SOPA and PIPA, if passed, would censor the Internet by blocking access to websites that are accused of hosting copyright-infringing materials. Today I want to talk about how these bills are also an assault on free speech.

You might not think these laws would affect you. After all, you’re not pirating movies or running websites with user-generated content. But let’s look again at that bullet point from the Entertainment Consumers Association:

It strips current laws by now making internet companies, which used to be immune, liable for their users’ communications.  This means that Facebook, Youtube, WordPress, Google and more are now on the hook for what you post.

Now put yourself in the shoes of one of these companies. If any one of your millions of users posts a copyrighted photo, a music video, a scene from a movie or TV show, or even links to another site that hosts one of these things… You could be shut down and liable for astronomical sums in damages. What’s the most logical thing to do? Prevent users from posting things, of course.

Well, that kills Facebook, Youtube, WordPress, Google (via WordPress and Google+), LinkedIn, Twitter, Reddit, and virtually every other social media site or service online. Message boards? Gone. DropBox? Gone. Heck, I wouldn’t be surprised if it killed online e-mail services; after all, e-mail can be used to send links to pirated materials.

Now put yourself in the shoes of an important person who doesn’t like what people are saying on a given website. Under these laws, all it takes is an official copyright infringement complaint, and that website is gone. Don’t like the site broadcasting news of the Occupy movement? Point out that they don’t have the official written permission to show the news footage of the protest. Want to keep your people ignorant of your human rights violations? Claim the site pirated your copyrighted images. (It doesn’t matter if they did or not; all it take is an accusation to get them shut down, and the probably don’t have the lawyers or money to prove the accusation false.)

Censorship is a slippery slope.

Google’s got a petition up today. I’m skeptical of petitions–especially online petitions–doing any good. But it’s Google, so I’m sure they’ll get thousands and thousands of “signatures,” most of which are not “Mickey Mouse,” which will at least make it awkward for politicians  to continue to ignore their constituents.

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In case you haven’t heard, the Internet as we know it is under attack. If we don’t act quickly, it might be destroyed at the hands of the U.S. government.

I’m talking about the Stop Online Piracy Act (H.R. 3261, “SOPA”) and its Senate counterpart, PROTECT IP Act (S. 968, “PIPA”). The alleged purpose of these bills is to shut down websites that provide unauthorized access to copyrighted materials: books, music, movies, and other media.

I can get behind that idea. As a guy who makes his living with words and games, I’m not too keen on folks pirating those things and not paying for me them. I like getting paid. But still I don’t like SOPA / PIPA. Why not?

Here, I’ll post this handy list from the Entertainment Consumers Association hit the high points:

 

  • It strips current laws by now making internet companies, which used to be immune, liable for their users’ communications. This means that Facebook, Youtube, WordPress, Google and more are now on the hook for what you post.
  • It gives the US Attorney General, with court order, the power to seize websites that possibly infringe or partially infringe copyright. There would be no due process and no chance to defend yourself before the seizure. The mere accusation can get a website taken away.
  • It violates Net Neutrality by ordering internet providers, advertising companies and payment systems to block accused websites with technology that just doesn’t exist.
  • It threatens users by imposing fines or jail time for posting even derivatives of copywrited work(s). A video of your karaoke, playing the piano, video game speed trial would now all be punishable if a copyright holder decides to enforce it.

 

Furthermore (as if that wasn’t enough), even though these laws would make American Internet look like China’s or Iran’s, it still won’t stop piracy. The core effect of the bills is to target specific websites–and that sort of whack-a-mole legislation isn’t going to do anything. If we’ve learned anything from over a decade of trying to police content on the Internet, it’s that as soon as you shut down one “rogue site,” another one appears with the same content. Putting more laws on the books won’t change anything.

So what can we do?

I know it’s a cliche, but please, contact your Congressional representatives and Senators and tell them this is a terrible idea.

The ECA has a handy form for finding your congressional people, complete with a well-worded letter to copy, paste, and make your own.

The Electronic Frontier Foundation also has guidelines for contacting politicians.

Stop American Censorship has a full program of actions you can take to fight these bills and raise awareness of the problem.

Blackoutsopa.org has a handy tool for tweaking your avatars to support the cause. It’s a little thing, akin to wearing a pink ribbon. No, it doesn’t stop the cancer, but it does remind people there’s something out there trying to kill them (or in this case, the Internet).

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I blame The Walking Dead.

My wife has long stated her heart-felt intention to read the comics. “Oh, a new one,” she’s said every month for the past eight years. “I love zombies. I should read that.” (Every month. For eight years.)

But it wasn’t until the second season of the Walking Dead TV series on AMC that she asked me to pull the comics out for her. I gave the woop of joy unique to the geek who gets to share the media he loves with the woman he loves, sprang to the comics closet where I keep my longboxes, and realized:

Every month. For eight years. That’s a lot of comics.

I’ve always claimed that when it came to comics, I’m a reader, not a collector. But if you’re reading 5-10 comics a month since 1990 or so, you’re still going to build up quite a collection. And if you’re me (I know you’re not, but since I started this paragraph in second person, I’m feeling committed to it), you haven’t kept them quite as organized as you’d hoped, so finding all 90+ issues of a single series means digging through a lot of comics. I mean a lot a lot. I mean if one of those bookshelves of longboxes tipped over, it would have crushed me.

I found all but one or two of issues of The Walking Dead. It took hours of digging over the course of several days, but I was pleased with the results:

  1. My wife is caught up.
  2. I’m eyeballing comiXology.

For the uninitiated, comiXology is a service providing electronic versions of comics, especially on your handheld device. You could consider it an iTunes of comics.

If I’m really a reader, not a collector, this should be perfect for me — especially since I (a) now have a handheld device device and (b) am worried those “Hoarders” TV folks are going to start poking around my closets, clucking and tutting like disapproving Geiger counters.

And yet… Every month. For eight years. That’s more than a habit. That’s a tradition. Even if I do follow the future down the e-published rabbit hole, I don’t think I can give up the local comic shop.

I’m too much of a collector.

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pokeballAs a gamer dad, it’s my sworn duty to encourage the next generation to pick up the dice and follow in my tabletop gaming footsteps. (I’d encourage them to play some video games too, but all the encouragement they need for that is a power switch in the “on” position, so I think we’ve got that covered.)

Last year, I saw that my my eldest daughter, Thing One, was poking around at Pokemon. Her friends were playing. She had watched a few episodes of the TV show. She knew the names of a handful of critters beyond Pikachu and… um… that one fiery guy. You know. The lizard.

“Excellent,” I said myself in my best Mr. Burns voice. “First Pokemon. Then Magic: the Gathering. And from there, it’s a short slide down the slippery slope to Pathfinder, Axis and Allies, or Call of Cthulhu.”

I stifled an evil laugh as I sprang to the Internet to order a bulk pack of random, but playable, Pokemon cards.

That was a mistake.

I’ve since learned that, like most kids, Thing One liked the idea of Pokemon, but had no idea how to play the game. Even the kids who were “playing the game” didn’t know how to actually play the game: they just picked some number on the cards to compare, and turned it into “war” with cute Japanese critters. (“My Turtleduck has 80 hp, which is more than your Squisheedog’s 50 hp, so I win!”)

A year later, most of those cards have wandered off into the elementary school plaything ecosystem, traded away for Silly Bands, erasers, heroin, or whatever the fad is this week.

This Christmas, I decided, things would be different. This Christmas, Thing Two is old enough to be interested in Pokemon too. And this Christmas, rather a hundred random cards, I picked up and wrapped a two-player starter set.

With rules. And instructions on how to actually play the game.

Several days and several games later, it’s going rather well. I taught Thing One to play while her sister was visiting some friends, so it was just the two of us. We used the walk-through that came with the starter set (“Don’t shuffle the decks! Draw the cards when the instructions tell you to!”) which, while slow and dry, did a good job of introducing each concept and card-type in small, bite-sized chunks. By the time we finished, we were quite bored, but definitely knew how to play the game.

When Thing Two got home, her sister taught her how to play, with me standing by to help just in case. Since then, I’ve played two more games with Thing Two, and she’s suggested we do a round-robin tournament between the three of us, scoring points for each win. “I can use my whiteboard to track the points,” she said. She’s very big on tracking points.

So far, so good. But I don’t think they’re at the top of that slippery slope leading to the Magic: the Gathering pro tour just yet. To get there, they’ll need to be able to play by themselves. Christmas vacation won’t last forever; I won’t always be here to play the game with them.

But we’ve got until Monday to cross that hurdle. I think after this week’s tournament (with a booster-pack prize!) we can make it happen.

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Image from http://www.minecraftwiki.net/My daughters recently discovered Minecraft’s creative mode. For some reason I just can’t understand, they prefer “building whatever you want with infinite resources” over the more traditional “digging and stacking while being stalked by zombies and creepers.” It might have something to do with the creative mode’s ability to fly.

Over the weekend, I set up a creative mode server on the local network for them to play on together.

They love it.

The only thing better than unleashing your inner LEGO maniac is doing so with someone else. Creating in a vacuum can be fun, but it’s exponentially better when you can tell someone, “Hey, come check out this thing I made!”

It’s interesting to observe my girls playing on the server world. They play much as they do in real life: each stakes out a section of territory, sets it up according to her tastes, then visits the other’s turf to see what’s going on. Only now, instead of using dolls or toy animals as visitors and characters, they use themselves… and their imaginations.

“Let’s say we’re pilgrims,” says the oldest, who was recently learning about the Plymouth Rock gang as part of the traditional Thanksgiving-tide history unit.

“Okay,” says the younger. “And I’m pretending that my character is a girl.”

(Mental Note: Download some skins for them, so they don’t both look like Minecraft Steve.)

(Second Mental Note: Don’t show them how to download skins themselves, or they’ll fill my hard drive with them.)

What I find most fascinating is that, while they’re playing in this new, imaginary universe of blocks and infinite chickens, they’re still playing in their usual world: the one of shared imagination. They aren’t worried about victory conditions, or even making up their own ways to “win.” They’re just playing.

They’re treating it as a toy, not a game.

And that’s all good. They’re kids, playing. They don’t need no steeenking victory conditions. All they need is fun.

I wonder if other, more ostensibly “social” games could take a cue from this. Could you have a purely fun, “creative” mode in, say, Farmville? Or maybe a mode in Starcraft in which the players take ten minutes to make the coolest-looking bases they design, then invite each other over to admire them. Yes, yes, at this point we’re giving up all pretense of these things being games, but by embracing a toy-like sandbox approach, could they reach a wider audience?

Play… without competition. I can see the appeal. But how would you monetize such a thing? If you have any ideas on the subject, please pass ‘em along in the comments.

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I think your blindness algorithm is off about 17 percentTadg Kelly recently talked about “The Two Viralities” on his site. He pointed out that true virality, evangelism, comes from players loving a game enough to talk about. The other, a “false virality,” is just obligation — if you want to play the game, you have to drag your friends into it too.

In the past few weeks, I’ve been on the receiving end of both types of virality in social games.

For about a week straight, my Twitter feed was hopping with people singing the praises of Panda Poet. They called it clever, fiendish, and addictive. (When did “addictive” turn into a virtue?) They didn’t need to do this. Panda Poet lets you invite your friends to play, but doesn’t require you to do so in order to progress. So when a link to the game floated across my desk, I took a risk and hit it, if only to see what the buzz was about. (Turns out the Twitter-folks knew what they were talking about. This game is good.)

Meanwhile, in Facebook land, the all-seeing ticker next to my page started telling me that my social-gaming friends were being pulled into a new game. I cringed, just a little bit, because I knew what was coming. Sure enough, I started getting invites from those friends for that game. Not because it was a great game that they thought I would like to play, but because they’d hit the limit of how much they could play without be forced to go viral.

I think there’s a couple lessons here: one obvious and one not-so obvious.

The Lesson Which is Obvious: Obligatory virality wears out its welcome. Back in the day, I’d click any invitation to any Facebook game. “Cool! My old high school buddy wants me to join his mafia! I like mafias! I vaguely remember this guy! Let’s play!” Today? I gaze suspiciously upon all such invites, and am not above asking the sender, “Is this game any good?”

The Not So Obvious Lesson: Good games that don’t require virality should still make it easy for a fan to go viral. I like Panda Poet. I want to spread it to my friends. (I’m doing so now.) But there’s no Facebook connect button, no Google+ “+1″ button, no easy way for me to shout to my various social networks, “Hey, this is a cool game!” Yes, you can invite friends via e-mail (and I have) but without the ability to broadcast your evangelism, the message might get lost.

Are there other lessons? Probably. And I’d love to have you share them with us below.

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It’s been a while since I’ve done any shameless self-promotion here. That’s not due to any new-found shame in self-promotion, I assure you, but rather a general lack of items to promote. (Not that I’m not working on stuff, it’s just that most of it’s still under wraps.)

One item that has emerged, wet and blinking, from beneath the wraps of secrecy, is The Silver Tablet, a new adventure I designed for Fantasy Flight’s Cthulhu-themed Mansions of Madness horror boardgame. Here’s part of what I wrote about it for FFG’s website:

One of the things I love most about Mansions of Madness is how the clues and dangers of a single story can be combined in different ways to create entirely new adventures every time you play. (Yes, there are screams from the cellar, but are those the screams of a monster’s victims–like last time–or the final syllables of a summoning ritual performed in an alien language?) When given the opportunity to write a new story for Mansions of Madness, this was the aspect of the game I grabbed onto. I enjoyed the challenge of developing multiple adventures all with the same setup, whose differences were slowly revealed–like the horrible secrets of a Lovecraft story–over the course of play.

You can read the rest of my designer notes here, where you can also order a copy for yourself and six or seven of your closest friends. (See? Still shameless in my self-promotion.)

 

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It’s been a while since I’ve hit my local comic shop. Between the long hours at work, the weekends rebuilding the house after the zombie attack, and the visits from out-of-town relatives, it’s actually been like two months. I’ve been out of the comic loop. So I was more than a little surprised to see not one, but two of my favorite old RPGs show up in comic book form.

Deadlands is a series of one-shots from Image Comics. I missed the first issue, but the second two are fun, well-illustrated, yarns of the Weird West that capture the essence of the setting without overloading the stories with exposition – something licensed comics are too often prone to do. When I saw the comics on the shelf, it sparked a distant memory.

“Oh yeah. I’d read something about this coming.”

But when I saw the Kult comic from Dark Horse, it sparked nothing but confusion and wonder.

“No. Not Kult. Not the ultra-dark, Hellraiser-esque, kabbalistic horror RPG setting from the 1990s…”

But it was. It is. And while it’s a strange place for that property to show up, it actually makes sense. Kult is, after all, owned by Paradox, the same company that owns the rights to Conan and Solomon Kane, which are published in comic form by Dark Horse. Could this be the beginning of a resurrection of that beloved* property?

(*Beloved by me and four other people – hardly a fantastic fan base.)

Probably not. But the comic’s a decent read, and if you’re one of the other four fans of the RPG, I recommend checking it out.

 

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Yes, yes, we all know I’m crazy about player stories in games. They increase engagement, virality, and other social gaming buzzwords I’m not going to bother listing here. But I’ve been thinking about tabletop RPGs this week and how, even more than video games, they are all about player stories.

After an RPG session, what do you have? Achievements on your account? A high score on a leaderboard? A sackful of virtual coins to spend on virtual gear? Nope. You can’t even go back and play it again. All you have is your story. And even if you played through a pre-gen module, it’s still a unique, personal story that only you and the others at the table can tell.

It was these stories that got me in RPGs in the first place. As a kid in grade school and middle school, I had a friend who was big into D&D and Marvel Superheroes. He’d come to school with these amazing tales of his adventures: how he fought a dragon, or beat up a bad guy by throwing a car into his face. Awesome! It was these stories that made me want to play.

Today, countless RPG players are doing the same thing on hundreds of blogs and message boards across the Internet. Sometimes it’s a brief anecdote. Sometimes, it’s a full “actual play” record of a game. And now with services such as Obsidian Portal, it’s easier than ever to share full accounts of whole campaigns and browse the stories of other players. I’ve spent hours reading through other peoples’ game write-ups, and you know what? For almost every one of them… I wanted to play that game.

I’ve said it before and I’ll say it again: Stories are powerful selling tools. Let’s use these tools to sell the games we love.

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