Sunday, May 26, 2019

REAL TO SIMS 4 #5 + DOWNLOAD + TOUR + CC CREATORS | The Sims 4


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Storium Basics: Wild Cards

Welcome back to my series on Storium basics. Today, we'll be discussing Wild Cards.

When you create a character, you start with a defined Strength and a defined Weakness. Usually you'll start with more than one copy of each, making it your character's strong theme - the amount can vary depending on your game's settings. However, in addition to those, you'll also usually start with a few wild cards - some Strengths, and some Weaknesses.

These are how Storium handles the mechanical side of character development.

Wild Strength and Wild Weakness cards are Storium's way of letting you develop your character and reveal new traits about them. When you pick one, Storium will ask you to title it and write a description for it, just as if you were creating custom cards during character creation. You can also select from other cards the narrator had as options for character creation, or from cards you've already played in the game.

Which should you do? Well, that's up to you.

Early in the game, it's probably best to either pick another card from the character creation list that seems to apply to your character, or write a custom card.

Picking another card from the list is pretty simple - just find one on the "Existing Cards" list and select it. Make sure to pick something that feels like it applies to your character - something that fits with your concept.

My preferred method, though? I prefer to write my own Wild Cards. Once you've started the game, you're probably starting to develop your character's identity and traits in your head. The other existing cards might apply, but I tend to find that only works for one additional card, two tops. To really reveal who my character is, I find it's best to write up some custom cards.

It's also lots of fun.

When you're writing a new card, what you want is to aim for something that feels broad but still descriptive. Strengths and Weaknesses in Storium work best when they can apply to a wide variety of situations, but they still need to say something specific about your character. Not that you can't use very specific facts from time to time, but overall, I find it easier to write things you can use again and again. For more on that, see the links below.

The other thing you want to do here is say something new about your character. Something that spins off of what we know about them, but that is different in some way from what we knew before. You'll get the most fun out of Wild Cards if they differ from cards you've already played. They can be similar, but there should be differences. As an example, if your original Strength card was something like Brilliant, reflecting your ability to use intellect to find a way through your problems, maybe your new Strength might be something like Lateral Thinking, reflecting a particular and unusual strategy that allows you to find creative solutions, or Multitasking, reflecting your ability to split your brainpower to handle multiple tasks at once. They still relate to your intellect, but they tell you something new.


Now, it doesn't have to be that direct of a link all the time, but it's important to try to link Wild Cards to your character concept. You're describing new elements of your character, but they shouldn't (generally) feel like they come entirely out of nowhere. Build on what you've done so far or formalize traits you've hinted at in the past. There may be times where it's appropriate to reveal a totally surprising character element, but done improperly, or especially done too often, it ends up just feeling like bad writing. So: Tell us something new about your character, but not something outlandish about your character. In general.

Late in the game, when you've already made a lot of wild cards, you may find it easier to start using the "Previously Used Cards" tab to select cards you've played earlier in the game. In the late game, you've already got a pretty decent list designed and it may be hard to think of new traits for your character. That's when I find it handy to sometimes use this list and just bring another of my existing traits to the fore. In the early game, there's just not enough on this tab and using it will stop you from adding new traits to your character - but in the late game, it can be very handy.

Whatever you do, you'll then play that card just like any other card - write your move according to the traits you've revealed. Once you've written the card, there's nothing particularly different about using it than using other cards.

At Refresh (more on that next week), any wild cards you've played will show up with their names and descriptions as options you can choose. This is how you can change your character's primary, noted traits over the course of a game. A paladin who starts out with Toughness as his starting Strength may turn out to concentrate on Inspirational Leadership and Empathy by the end of the game - so Wild Cards don't just let you reveal new things about yourself, they can ultimately let you change your character in accordance with the story.

For more on Wild Cards and writing Strengths and Weaknesses, see these articles:

Friday, May 24, 2019

Insurance (Tradecraft)

A nuts and bolts post? Sure, why not.

A business requires insurance. At the minimum, you need liability insurance. There are other types of insurance though. I've got liability insurance, workers comp insurance, key man life insurance, and for years we had vehicle insurance on our van. Insurance is one of those things new store owners don't always think about.

My second year in business I went to a seminar where a store owner had someone drive through their front window into their store. Twice. He was the likely guy to give a presentation on business insurance and for many, needing such a thing was an eye opener. When I started I had a home and assets and made sure the store was incorporated and insured and far away from my personal life. For most young people without a pot to relieve themselves, that might not be a consideration. 

So how do you get insurance? Find a human. I'm not sure if you can get business liability insurance online, but if so, it's a bad idea. You want to talk to a human about your particular business needs and exactly what you do and where you do it. For example, my store went from a regular retail environment to an improved, two story monstrosity in need of rebuilding if it burned down. It probably wouldn't be rebuilt there, but they'll pay to rebuild it somewhere.  If I had just gotten regular liability insurance, I would be left with no protection and a ton of outstanding loans for a burnt out shell. 

Other considerations include insuring Magic singles. My policy has a "fine art" clause that includes those. What you don't want are surprises. Insurance companies are all about taking as much money from you as they can and paying out as little as possible. It's better to be up front, find angles to cover everything necessary, and avoid surprises. Look at your lease and see what you're responsible for.  Plate glass insurance is often inexpensive, but if someone breaks all your windows, you could be out thousands of dollars. Over time, revisit your policy and up your limits when you add inventory or fixtures.

Who is that human? I have a customer who jumps from job to job, and one of his latest was insurance agent. He was an agent for about four months before he moved on. Do not use a green agent. Find someone experienced. I had a new agent misclassify my company for my workers comp policy, thinking I didn't need to be covered as an owner, when in fact it was necessary. A company audit revealed the mistake, and rather than admitting their agent error, they charged me $3,500 in back premiums. Insurance companies exist to do two things: take as much money as possible while denying your claims. 

Personal insurance agents tend not to handle commercial insurance, so you probably won't be able to use your Aunt Kathy's agency to handle your commercial needs (my Aunt K does my personal insurance). Attempt to find a well regarded commercial agent who has been doing this for a while and lay all your cards on the table.

Classification is tricky as there is no "game store" category for liability insurance. You might be classified as a toy store, a book store, a hobby store, whatever is close, and the cost between agencies and within each agency could be enormous. As long as you don't get cute, something reasonable should be fine.

Avoid buying a policy based entirely on price. Ask what's not covered in your case. Have a good heart to heart with the agent. These policies are really cheap compared to what could happen. I once transitioned between agencies and in a 30 day overlap period, someone broke into my store, doing a lot of damage and stealing a lot of cash (foolish me).  I talked to my new agent who walked me through my old coverage, which sucked, and my new coverage, which was great. I filed a claim with the better coverage, and yeah, they canceled me exactly a year later, but I saved $900. 

Make sure you have extensive business interruption insurance, which is usually standard. Knowing that my store could burn down and I have months to find a new place while paying employees allows me to sleep at night. When you get bigger, losing all your employees can destroy your business as easily as fire. 

What's a Good Company? I don't know! They're all terrible! I can't even remember who I have now. Let me check: Travelers for liability, State Farm for key man life insurance, and AP Intego for workers compensation insurance (pay as you go). Farmers burned me on that workers comp policy I mentioned, so maybe avoid them. 


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Podcast Appearances

I've mentioned before that I enjoy listening to podcasts -- especially game industry and design focused ones. I've even entertained the thought of getting into it myself, though not much became of that for a while. But eventually it led to The Argument Hour with Seth and TC. We've only done two episodes so far, and then my schedule went a little bit awry when my baby was born.

Not too long ago, I hit the podcast circuit to promote TMG's upcoming 10th anniversary, and the accompanying kickstarter for Homesteaders 10th Anniversary Edition and the New Beginnings expansion. And I've been invited on a few other podcasts in the past as well. Here's a list of all of them, mostly so I can find and share them easily. Feel free to have a listen and enjoy them!


On Board Games: The Argument Hour

With Seth and TC


I mentioned that TC and I have done 2 episodes of The Argument Hour:

5/07/18: In the first Argument Hour, TC and I threw down about "the Alpha Player problem," and I explained a distinction I see between 2 types of cooperative games. Afterwards we talked about Kingdomino, how it works, and the types of people who may or may not enjoy it.

6/07/18: In the second Argument Hour, TC and I got into it about different forms of "going back to the well" -- iterating on a design, honing the mechanisms, and standing on the shoulders of giants, vs lazy rehashing, or downright plagiarism. Afterwards we went over The Voyages of Marco Polo.

On 10/5/18 TC and I took a bit of a break when my son Corbin was born, but we just recorded a 3rd episode about the use of mechanics that rely on loss aversion in games, such as loans, and we mentioned a related (?) topic, scoring leftovers at the end of a game. We ran out of time to do a game review, so we skipped it this time. I'm not sure when that one will air, hopefully I'll remember to come back and link it when it does.
(podcast went live 12/3/18)

On 10/17/18 we recorded another episode about cognitive load, spurred by this blog post by Jeff Warrender. We ran long again, and couldn't really decide on a game to review, so we skipped that segment again. Since I haven't really been playing many games lately, we might just reserve the review segment until we actually have something we'd like to talk about.
(podcast went live 2/18/19)



The TMG Podcast

With Lance Myxter


I've actually been on The TMG Podcast several times:

5/26/17: On episode 003 I joined Lance to talk about How I got into game design, about several of my early designs, and about what led to founding TMG

6/30/17: On Episode 007 I joined Lance again to talk about the Origins convention, testing out new games, and my latest creation (that was on Kickstarter at the time), Crusaders: Thy Will Be Done.

10/27/17: On my third sit-down with Lance, we discussed Essen 2017 releases in general, and TMG's offerings: Exodus Fleet, Harvest, and Pioneer Days, with a few detours to discuss some of TMG's older games as well.

4/13/18: I was on the podcast one more time ahead of the kickstarter project for Homesteaders 10th Anniversary Edition, as well as the New Beginnings expansion. We talked about the beginnings of TMG, as well as plans for TMG's 10th anniversary, such as the revival of our launch titles, Homesteaders, and my game Terra Prime, which is coming back as Eminent Domain Origins. I also explained Ultimate Frisbee to Lance, who seemed to confuse it with disc golf :)

10/5/18: I came back on the podcast to talk about game development in general, but specifically about Belfort, as the kickstarter for the Belfort reprint (with the Expansion expansion and a brand new expansion) was ongoing.

10/8/18: Tasty Take #1: Since Halloween is coming up. Lance asked me if I like scary movies, and if so, which is my favorite.

10/10/18: Tasty Take #2: I talked about playing Eminent Domain and Dice Forge on BoardGameArena.com


And speaking of TMG's 10th anniversary...


TMG 10th Anniversary Promotion

I got myself invited onto a handful of podcasts to promote the 10th anniversary of TMG, and the launch of the 10th anniversary edition of Homesteaders. Here are those appearances:

Hooked On Geek

With Greg Dixon and Stephanie 

4/23/18: In episode 17 of Hooked on Geek, I talked to Greg Dixon and Meeple Lady about everything from how I got into gaming and the game industry, to my engineering background and how that relates to game design and development, to the few published games I've been able to play lately (Bunny Kingdom, Santa Maria), to TMG's 10th anniversary.

Who, What, Why

With Mike Bonet

4/22/18: Season 19, episode 1 of the Who, What, Why podcast began with me reminiscing about the biggest disappointment of my game design career thus far, a Three Musketeers themed game called All For One that I worked on with the original designer David Brain, and how that game basically launched my career as a game developer, and shaped the process I use to develop games. We talked a little about my game design blog, some of my design articles (such as the one on game end dynamics), and about the upcoming reboot of Terra Prime as Eminent Domain Origins

The Brawling Brothers

With Josh and Brandon

5/1/18: For a short segment in the middle of episode 72, the Brawling Brothers took a break from talking about The Grimm Forest and IPs in board games to talk to me about TMG and the Homesteaders 10th anniversary edition / expansion kickstarter.

The State of Games

With Chris Kirkman, Darrel Louder, and TC Petty 

5/1/18: This was a long one, and we covered a lot of miscellaneous topics, but the meat of the podcast was about special, deluxe, or limited editions of games. Also, TC explains why everyone should just enjoy Avengers: Infinity War rather than be critical about it.

The Good, the Board, and the Ugly

With Joe Sallen and T.C. 

5/2/18: After Joe reviewed Eminent Domain and Oblivion, I explained some of the background thinking behind both the base game and the new expansion. I also told some of my favorite amusing stories about the game, and I described my Eminent Domain Legacy tournament format.

What I'm Playing Now Podcast

With Joe Leuzzi

5/6/18: Joe interviewed me on some more obscure history, including my thoughts on role playing games, the 30+ hour holiday game marathons I used to host, and the first real game I worked on: All For One, and another of my prototypes: Alter Ego. The topic of Ultimate Frisbee came up, and I explained the challenges I see with trying to capture the feel of a sport in a tabletop game. And of course I promoted Homesteaders, New Beginnings, and Terra Prime / Eminent Domain Origins.

Go Forth and Game

With Tom Gurganus 

5/18/18: I talked with Tom a little bit about the upcoming TMG titles I was working on at the time (Embark, Old West Empresario), as well as the history of Crusaders: Thy Will Be Done (and a little about the expansion I was working on at the time). Then we talked about the difference between game design and game development, and due to lack of specificity in the term "developer," I proposed a new term to replace it: "gamegineer." Next, I explained my philosophy that games ought to stand up to competitive play -- not all games are meant to, but all things being equal, a game is only better if it DOES hold up to competitive play. And finally, I offered some tips for pitching to publishers, and ran down a few of the games I'm working on (Alter Ego, Riders of the Pony Express, AutomatownDeities and Demigods, and the next TMG project I'm working on: Back To Earth)

Views From The Outer Rim

With Clive Lovett 

5/21/18: Views from the Outer Rim is less a gaming podcast and more of a Sci-Fi/Fantasy podcast. I knew Clive from back in my BGDF chat days, and he invited me on to talk about my sci-fi themed games. I ended up talking about a wide variety of things on that podcast!


Older podcast appearances


Breaking Into Board Games

With Gil Hova, Ian Zang, and Tony Miller 

12/30/15: Gil, Ian, and Tony asked me about how I broke into the industry, specifically into game development.

Board Games Insider - Interview

With Ignacy Trzewik 

9/21/16: Ignacy interviewed me for a special interview series, and we talked about the difference between new and novel mechanisms, and refined versions of existing ones. I got my first chance to mention Crusaders at the end, which had only just been green lit at the time.

Board Game Design Lab

With Gabe Barrett 

6/28/17: Gabe asked me some questions about ways to take a game from good to great.

Board Game Design Lab - Bonus Round

With Gabe Barrett 

6/30/17: Gabe and I discussed the value of playing games more than once each, both as a player, and as a designer.

On Board Games

With Isaac Shalev 

9/18/17: Isaac and I discussed a proposed entry into the game designer glossary he's putting together: Fragility in games (and the opposite, which would be "robust"). We discussed some older/classic games such as Puerto Rico, Princes of Florence, Container, and A Few Acres of Snow, as well as more contemporary titles such as Hanabi, Pandemic, Dominion, and others. Isaac prompted me to talk about an instance where I, as a developer, removed a source of fragility from Scoville, and we also talked about what we can do as designers to add or avoid fragility in our games.

Let's Level Up

With Rick 

2/2/14: Rick asked me about my creative process, and what TMG had planned for 2014 (and beyond).

A Dash of Science

With Chris Birkinbine 

9/5/17: Chris had me on his not-game-centered podcast to talk about "the science of game design," creating and developing board games.


Wurfel Reviews interview on YouTube

With Alina

10/20/16: Alina prompted me with interview questions (she did her homework!) about the difference between design and development, kickstarter and what games are suitable for it, and my upcoming games.

Meeple Nation

With Ryan, Brent, and Nathan 

4/27/16: The Meeple Nation guys interviewed Michael, Andy, at SaltCon 2016, which began with me talking about my upcoming games: the plan to revamp Terra Prime as Eminent Domain Origins, and my next non-Eminent Domain related game, Crusaders: Thy Will Be Done.

4/28/15: This SaltCon 2015 interview went into detail about Eminent Domain and the at-the-time upcoming expansion, Exotica.

I, Geek podcast

With Mark and Sten 

11/29/15: At BGGcon 2015, I sat down with Mark and Sten to talk everything gaming... from what gateway game got me into the hobby, to inspirations for games I've designed, to a sneak peak at the games I was developing at the time.

Legends of Tabletop on YouTube

With John Haremza

7/28/17: In the summer of 2017, I was on the Legends of Tabletop to talk about my upcoming game, Crusaders: Thy Will Be Done, which was on kickstarter at the time.

Legends of Tabletop on YouTube

With John Haremza on YouTube

11/01/16: [watch again]

Arizona Public Media

11/29/15: A public radio station interviewed Karen Arnold Ewing and I about Rincon 2016, the game convention I started up in 2012. That was the last year I was the convention chair before handing the reins over to Karen and her husband Tony, who have made the convention bigger and better than I ever did!


Written interviews


Go Forth And Game

With Tom Gurganus 

10/11/17: Tom got me talking about publishing Deluxified games, designing games in general, and specifically about upcoming EmDo content.

Go Forth And Game

With Tom Gurganus 

4/1/14: Tom interviewed Michael and I about 5 years of TMG.

Dice Hate Me / Go Forth And Game

With Tom Gurganus 

12/14/11: Tom, in conjunction with Dice Hate Me Games, interviewed me way back in 2011 about design advice, how different parts of Eminent Domain came to pass, what it was like to be on kickstarter (at the time it was less ubiquitous), and what other games I was working on, both for TMG and my own designs.

Go Play Listen

With Chris Marling 

12/19/16: Chris does a series of Q&A interviews called Designer's Dozen, where he'll ask a designer a dozen questions about designers they admire, the best and worst aspects of designing, tips, and other miscellaneous design related stuff. 

Monthly Progress Report For My Twitch Channel, FuzzyJCats, Nov 25 Through Dec 24

Twitch Channel FuzzyJCats

During this month of streaming, I continued to work on improving the usual chatting and gaming at the same time, and not using filler words, though I noticed I constantly slip into using a lot of filler words as they help to fill dead air.

I was also trying to find out how we can tell if we're entertaining. Certainly watching your VoDs help you notice if you're articulate or not, if you move around too much such that you're off the facecam, but I still can't tell if my streams are entertaining.

However, I started having an inkling as to what's entertaining to viewers this month. Since the entertainment is in real-time, and people are chatting, like with everything, people find you very interesting if you ask about them and talk about their issues. This is try-hard but cbenni.com can let you review your logs so you can remember what your viewers say, so when they show up the next time, you can ask them about that specific thing. 

For instance, if they mention that they're starting a new job, you can ask them how work is coming along, if they like their new boss, coworkers, and so on and so forth.

So another try-hard method is after each stream, I have been more or less writing these topics to talk about when the viewer shows up next.

Again, this is very try-hard, but it can help not only make your chat more entertaining for specific viewers, but with these topics on hand, it will help reduce dead air.


Aside from the usual goal of chat and gaming ratio, working on dead air, and removing filler words while streaming, improvements to be made is to be more aware of my viewers so I can ask them about issues next stream. 

The How of Happiness Review

Thursday, May 23, 2019

Interview With Wizardz Bluff Developers; Developing After A Failed Crowdfunding Campaign


Developing a board game and getting it to market can be fun, exciting, and work. Along the way there are setbacks to be dealt with. Issues arise that might not be a setback, but also have to be understood. Because of all the different things that can happen, it's good when you can learn from the adventures of others. They might not have gone through exactly what you're dealing with, but having a little more insight on the general picture helps you keep moving forward.

At SaltCon (web page) 2018 I met the developers of Wizardz Bluff. At that convention, they were showing their game with the plan to launch it on Kickstarter soon thereafter. Their game was good. But it was lacking the zing that would send them into the market. (Here is a link to my initial review.)

I met Jayson and Ron Smith again, after the attempt on Kickstarter, at the end of summer event and again at SaltCon's 2019 Main event. Both times they were demonstrating a new version of Wizardz Bluff. They were making it better and getting it ready for market. They have a much better game now. But the journey of how they got to where they are is interesting and informative.

I had separate discussions with Jayson and Ron at the last SaltCon event to talk about the journey they've had. Here's what came out of it. How they got through the highs and the lows. And, how their experience may help others get a game to market.

We talked about three main questions after the Kickstarter campaign didn't succeed: what were some of the challenges they faced, what were some of the benefits/rewards they found, and what takeaway lessons did they learn?

Challenges

The biggest challenge mentioned was the loss of faith in what they had created. When you have close friends and family telling how great your idea is, expectations grow. When those hopes aren't met with the same enthusiasm when you present your idea to a greater populace, it rips at your confidence.

It doesn't just hit your self-confidence. Here was a team of developers—two people who had put a lot of work into their project. They were questioning how they worked together and how the business side was being handled. They even questioned if they had a legitimate game to begin with.

They took a break and came back to work on Wizardz Bluff. Both mentioned a break was needed to allow a clearing of thought so they could return. They may not have had a better understanding of what they were doing, but of what they wanted to accomplish. They returned to the core of the game they had started and worked forward, again. They also took it upon themselves to listen more, to each other and the players who had tried out the game. As they worked with new ideas, they were more open to making changes, giving up ideas they each personally held close, and listened.

Benefit/Rewards

By returning to their original theme of Wizardz Bluff they recaptured their original feeling and excitement. They deconstructed what they had done for the first version and analyzed how each component of the game they had added affected play for better or worse. This allowed them to determine what the best parts of the game were, keep them, and improve on the overall idea.

They worked on developing ideas that added to their defined core of their game. They learned what people found exciting about the game and kept that feeling in the forefront of their continued development process. This led to a second and then a third revision. A current revision that is getting a better response from the people who are playing Wizardz Bluff at conventions.

By building on the core elements they have streamlined their game to play faster and better.

Lessons

In terms of developing their game, the biggest lesson both of them mentioned was listening. Listening to each other, to those who were close and had played the game many times, and to those who weren't as invested in the development. Once they seriously took into account what was being said after demonstrating the game, they were able to make changes to create improvements instead of reinforcing what they already believed. Egos were still involved, but they were taking a step back and creating a game players want.

In running their crowdfunding campaign, they agreed they started before they were ready. Neither the game, nor them. The two went together, even if they didn't see it the first time around. By not having the game at the level it is now, the excitement was contained within a limited group. That group was mostly their initial core supporters. After restarting their efforts, they learned that having the game right was leading to more support and buzz in a larger community.

Final Thoughts

The latest version of Wizardz Bluff is a better game. Before it was for a family with younger players, now it has broader appeal.

Crowdsourcing is a numbers game. A base of supporters is needed who is interested enough to back your project and to talk about it. Not everyone will do this. You need to plan on having greater numbers of contacts than you need to back your project by probably a factor of 10. To get the numbers you need to have a solid project or a good track record of previous successes.

A failed funding campaign is not the end. There is a reason you are developing your game. Don't give up on it. Dig in and build on what you've already put into it. Analyze what works and create something better. Share that concept and keep improving it as you get more and more people interested in the project. Keep those who have given you contact information up to date about what you're doing. Keep adding to that list of people as you prepare for to launch the project again.

Jayson and Ron (Gold Cauldron Games—Facebook page) have a game worth owning. They made it that way because they didn't roll over and call it quits. I look forward to seeing how it goes for them and their project.

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