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Raven Daegmorgan
25 December 2009 @ 10:02 pm

ORX: Nasty, Brutish & Short, the RPG about orcs, is turning five years old. And what do you give a bratty five-year old? To someone else!

So in honor of it's five-year birthday, from now until the 5th of January, Wild Hunt Studios is cutting the price of the ORX pdf down to $5. It's 100+ pages of bad humor and dark fun wrapped around a system that has been called clever, unique, and fast-paced.

If you've ever wanted to check out ORX, now is the time. Just hit the link below to get ORX at its special anniversary price.

To get the discount, click here.

 
 
Raven Daegmorgan
20 August 2009 @ 04:05 pm

ORX has a page on BoardGameGeek. I don't have a membership there, but if anyone who has played does, stop by and add your opinions, rating, and etc. to the page.

 
 
Raven Daegmorgan
19 June 2009 @ 01:43 am

ORX bothers me.

It bothers me because I put SO MUCH work into it, and it has been utterly ignored.

Hel's skirt, I had to work just to get someone to publicly sneer at it.

I mean, NO ONE EVEN PIRATES IT!

What the fuck?

 
 
Raven Daegmorgan
30 March 2009 @ 07:04 pm

I had an epiphany yesterday night while napping that gave me a great idea for handling ORX adventures! Instead of trying to shoehorn the current rules into adventures, or only release setting-bible type stuff bereft of mechanics, I could write up adventures that work along the lines of both, but tweak things so that each adventure comes with its own bunch of (extra?) dice for the GM to add to the Pool for play.

And not just as a huge group of dice, but even in small caches per encounter scene: a bunch of crystal spiders guarding the entrance to a lost cavern? That scene has six d4! Once all the d4's are played, the spiders are either destroyed or scuttle off deeper into the blackness (possibly dragging an orc or two with them).

A deadly adventure would have heaping piles of dice the GM could add to the pool. A relatively simple adventure would have just a few. Maybe you could have encounter pools AND adventure pools. Each encounter adds its extra dice to the Pool for that scene (like extra Scene dice), while the whole adventure has a Pool one can draw from, too.

The set-up is still very ORXish (with the GM having limited resources to throw at the PCs) and creates some new strategies for and methods to play. The existing ORX rules would, with this, be the beer & pretzel-style total improv game, while the adventure module style would be the more structured "build-on-this" style.

I just need some time to write up Lost Caverns of the Brass Gods, with encounters and situations (like: LOST! You could encounter anything now, and the GM gets to use a refreshing Lost Pool until you get UNlost!), and then get some folks to test it to see how it works.

(Also, I just realized 3:16 works on a slight variation of ORX's main GM principle: the GM gets counters instead of dice, but it's pretty much the same thing, with the GM limited by a set of diminishing resources he can use as he desires, rather than being able to do ANYTHING he wants. NEAT!)

I'd also need to figure out how to make adventure books work with ORX existing narrative freeform structure.

 
 
Raven Daegmorgan
19 March 2009 @ 09:28 pm

Over on the Forge, Ron made a statement that hit me like a lightning bolt:
...jumping into immensely consequential, resource-eating mechanics without any in-the-moment investment in the fictional events. Play needs to permit that investment to develop and grow. We don’t have scenes in order to have conflicts, we have conflicts in order to make scenes consequential. So the scenes, including content, have to be in progress first before the conflicts become recognized.
I realized from this that a whole lot of issues regarding how/what/why conflict resolution versus task resolution are tidied up just by understanding you do that thing above there first just to find out what you're rolling for.

Other than that, which deserves its own post, it also described part of what ORX has been missing. In ORX, the mechanics are all there, and most of what you do or what you're supposed to do and what it should look like, but I've always felt that a big chunk of "How To Play" was missing...or maybe not missing, but only poorly or incompletely described. Like I was writing around "what play looks like" instead of just writing "what play looks like".

Honestly, I always felt that section three of the book--the How To Play section--was the worst written part. That it was me beating around the bush trying to show the reader a pheasant rather than just showing a pheasant, and I think that's because I didn't know what the pheasant was supposed to look like in concrete detail. Or so to speak.

"It's a bird with wings and feathers and it flies and it's probably brown. Here, let me show you...{beat, beat, beat}...well, the darn thing won't come out, but hopefully you get the idea."

So there's this whole section of the book I've just never been happy with as the writer because it has always felt that something was missing, that it wasn't clear enough, that it wasn't complete enough, but that I also never could put into words the part that was missing.

There's this whole "story part" that's a core part of play, but only vaguely indicated. Something that arises if all the players know what they're doing, but if you don't, isn't going to happen. Which I think gave rise to a number of the sessions I ran that I was fundamentally unhappy with as expressions of the game (even if other folks liked them well enough).

And THAT was enough to put me off playing my own game until I could figure out what was causing that to happen and describe how to make the right thing happen: it was all about setting the stage to allow a story to occur, and providing the necessary tools to make it a good story.

Then someone posted something about "flux", I don't recall exactly, and the word and some ideas used in the Mythic GM Emulator crashed together into these notes:
What my orc wants is in Flux. These are story threads. They can be complex or simple.

Lists of things the orc wants. As background, or developed in play. Things he hasn't gotten are listed as in Flux.

Negative conflict resolution affects one of the things in Flux.

Or, alternately, affects one of the things he has Attained and removes it/threatens it.
That's where I happen to be at right now, along with some progress on the Random Adventure Generator/Oracle. Clearly I need to detail this so it makes more sense to someone other than me, but this is a decent step towards making the story portion sing and helping others know what is supposed to be done at the start of an ORX game and how that makes the rest of the game happen.

On reflection, in a way, this has ended up being a progression of what I was doing with the setting bible in At the Dawn, much the same way ORX was a system-progression of what I was trying to do with PGE.

Note: the music listed on this post is my MOST FAVORITE SONG EVER!!!!!!!!! I once drove my sister absolutely insane by listening to it for four hours non-stop (I would have kept listening to it, too, but she snapped and did something I don't recall to the radio and made me a sad monkey--I took solace in having annoyed her so much).

 
 
Current Music: REM - It's the End of the World As We Know It
 
 
Raven Daegmorgan
09 March 2009 @ 06:46 pm
From [info]lxndr! Comment on this post asking me to do so and I will give you five subjects or things I associate you with. Then post this in your journal and elaborate on the subjects given.

Lx gave me the following topics: art, being offended, orcs (and orx), raven daegmorgan, sorceror

...da tings... )
Qwerstions? Arsk!

 
 
Raven Daegmorgan
02 December 2008 @ 05:32 am

I've been spending a lot of time looking at IAWA's oracles lately, and the other night I had a peanut-butter-and-chocolate kind of idea: I've been promising a scenario generator for ORX for almost as long as the game has been out, but I've never been able to come up with something that I felt worked well with it, given the unusual constraints on it's player-narration driven scenarios.

Then it strikes me, all the generator was supposed to do ever was provide a leaping-off point...and what do IAWA oracles do? That's right: they provide a leaping off point! Hey-o! I M A GENUS! (yeah)

So now that my brain has finally figured out how to create scenarios for ORX, I just have to write the damn things. Plus, I can write up scenario generators for various ORX settings, like Brozne Insects, and Orxhammer 41.5K. I have a reason to detail the settings now, game-wise, because I can provide game/mechanics-related content instead of just a big setting bible.

Admittedly not much content of the sort, but something at least to get your randomized-groove on.

I just need to write the lists up and tailor them towards ORX.

 
 
Raven Daegmorgan
05 October 2008 @ 01:06 pm

So, Guy got Google to translate the review for me. Thanks man!

Still, the translation suffers from a number of typical "a machine translated this" problems, meaning I was able to generally get the gist of what was being said in a few places without grasping specifics, though there were also words that didn't cross the language barrier and places where I simply threw up my hands because the translation made no sense or wasn't clear enough to guess the meaning of (things like "...the dice operates the document forward").

Ultimately, I suspect either a bad translation copy or just bad translation skills are at work as the reviewer's description of some of the game mechanics are simply wrong -- not in a "mistaken notion" sense, but in a "the book clearly states something entirely different" sense.

Examples: You get three Descriptors at game start, not one (and they work whenever, not just in 'suitable' situations). Each Scene does not start with a d20 in the pool for each player (nothing is added to the communal pool at scene start, and d20's are rare and earned by the GM via Complication). Scenes consist of three or more challenges that can be applied to any orc or combination of orcs.

Beyond that, from the parts of the translated review I could understand, I think: the reviewer wanted more orc-related substance -- an actual setting in the book -- perhaps did not like the mechanical terms chosen, thought the book was full of bigotry (??!), and seemed to read the self-effacing humor as serious -- honestly, a typical problem when trying to read/translate from other languages -- but found the mechanics brilliant.

If anyone can clarify any of the translation for me (perhaps if you know Swedish), that would be much appreciated.

...

...and now for the bigotry... )

 
 
Raven Daegmorgan
05 October 2008 @ 02:01 am

Can anyone translate this for me? They're talking about ORX and I'm curious. I can't identify the exact language but it looks like the Germanic language family (Danish, perhaps? Swedish?).

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Raven Daegmorgan
04 September 2008 @ 01:28 pm

It's the Crazy Belated August Birthday Post GenCon Autumn Madness ORX sale! Yay! Ever wanted to try ORX but, you know, you weren't sure about spending the $10 on the PDF?

Well, now's your chance to grab the PDF for $3 off! Just head on over to Indie Press Revolution and get your copy of the PDF for $3 off during the month of September.

Or, you can buy the PDF+Print combo and grab the PDF free! Yep, free PDF with the book until the end of September (and you even get the book for 39-cents less! Crazy!).

And, hey, tell your friends, loved ones, co-workers, and random strangers on the street. We won't mind!

 
 
Raven Daegmorgan
18 July 2008 @ 12:02 am

Guy ([info]tundra_no_caps) recently went over the retail plan IPR provides to its members. I'm not much for math normally--I tend to avoid it at all costs--but his numbers started me thinking about how the retailer discount was affecting my overall profits and general success from a monetary, rather than sales standpoint and how long it would take to get me back in the black with ORX.

...boring the shit out of everyone but math geeks and people who care... )

 
 
Raven Daegmorgan
10 May 2008 @ 12:17 pm

I should have written it down when I thought of it, because now I can't recall what I had come up with.

Too much on my mind, too much stress: everything that comes with buying a house and moving, pushing myself with the illustration contract, trying to get a handle on the IP issue, trying to maintain too many discussions with too many people, constant equipment break-downs at work (I've been here every damn night this week for three to four hours each time to fix either something new or something new on equipment I'd fixed another night), weird work hours because of personnel issues, and all the usual, normal family life and kids-with-health-problems stresses.

Now a page I was going to throw into the tweak document for ORX -- as another additional/alternative rule -- has floated into the ether because I couldn't hang on to it long enough in my mental space.

Of course, it would have been easier to write it down if someone hadn't lost my writing pen I keep with a notebook by the foot of the bed. I'm thinking one of the kids thoughtlessly grabbed it for personal use and never put it back. Grr-sigh. It will hopefully turn up while we clean to move, but that doesn't help right now.

At least I still recall the rules-bit I wanted to provide exposition on:

In the rules section, I talk about Stakes and how to proceed with narration when a player fails the roll. Such a roll doesn't necessarily indicate outright failure -- the orc may succeed at whatever they are trying to do -- but in such a case, achieving the goal becomes more complicated and dangerous or another problem crops up they need to deal with before the Scene resolves.

One of the unspoken ways the gamemaster can use the results of failed rolls is to use each failure as a guideline of whose story to follow for the moment, as well as as way to single out which orc to focus/spend resources on for the time being (rather than simply choosing at random or by fiat, as normal).

This tweak provides a number of benefits, such as a narrative structure by naturally focusing Scenes around attempts at resolving specific conflicts, and the increasing tension found in good narrative, as well as more mechanical tension over the impact of failed rolls. It also adds more structure to play itself, helping to avoid situations where the gamemaster could be accused of playing favorites by not (or seemingly not) harshing on any particular player's orc.

As an additional bit of advice for dealing with the narrative: if the conflict isn't resolved, it can be treated like a cut in visual entertainment, with the conflict resumed in media res in another Scene, whenever the action next returns to that particular set of events. Or the conflict can be ended in narration at the end of the Scene. Whichever seems most appropriate to the narrative.
Any questions or necessary clarifications to any of the above before I post it over on the WHS forum?

 
 
Raven Daegmorgan
05 March 2008 @ 09:11 pm

I posted this to my forum on the Forge, but for those who aren't reading there, ORX is now available in print from IPR. In fact, you can run over there and buy the Print+PDF bundle at 25% off.

And if any of you post anywhere I don't, feel very free to mention it.

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Raven Daegmorgan
03 December 2007 @ 01:45 am

I am an idiot because I am about to go spend two hours watching a movie -- either Superbad or Mr. & Mrs. Smith -- and maybe play DW:5-E for a half-hour or so. Technically, I am an idiot not because I am doing those things, but because it is 2am and I am about to do those things. My weekend sucked, ok?

HOWEVER! ORX received an awesome positive review over at The Velvet Dicebag: "The indie game whose oddities make it the perfect antidote to most other indie games—ORX, your indie game of the week!"

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Raven Daegmorgan
13 July 2007 @ 05:50 pm

ORX is now available through Indie Press Revolution! Yay!

(My personal thanks go out to Brennan and Fred for their patience and help!)

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Raven Daegmorgan
31 December 2006 @ 09:20 pm

What a weekend.

...hurt my arm... )

...finished orx... )

BTW, you can pick up the print version here for around $20.00 if you are so inclined, if you didn't see my announcement to that effect on Wild Hunt Studios' forum over at the Forge.

...winter finally decided to make an appearance... )

Happy New Year! (At least to everyone who didn't celebrate theirs earlier in the year.)

 
 
Raven Daegmorgan
26 October 2006 @ 08:49 pm

I know, people have been wondering, "Where's the gaming, Raven? Where's the gaming?! You are still a gamer, aren't you?"

Yeah, yeah. Though sometimes I wonder.

Honestly, I haven't done much gaming at all for a couple weeks. The last real geek I got on was Freespace 2, though I did get a chance to play Monday night Vampire: TES again. It was fun, even though I lost again. I really need to keep tweaking my deck, mainly by cutting down on the cards I'm using.

Tangentially: I'm thinking of trying less Bleed and more Wall, given the cards I have to work with right now. A stealth bleed deck is out, for the moment -- I don't have the cards for it -- and a bruiser bleed would be more difficult to pull off strategically. Though I could also build a nice political deck with what I've got.

I am feeling pretty guilty I haven't run another session of The Princes' Kingdom for the kids, but work and family stuff keep snagging up the schedule -- actually, we haven't done any gaming at all together lately. I'm not sure I like that. Ah well. Maybe sometime during this next week, assuming I can find a free moment for all of us.

This past week certainly hasn't helped matters, though. I've worked every day, even days I'm supposed to have off, including tonight. In fact, tonight was set aside to work on putting the last few illustrations into ORX and whatever various layout and Table of Contents tweaks that would cause. Then off to Lulu.

Obviously that's not going to happen tonight, and I'm starting to come down to the wire: I swore I would have it ready by the end of the month. Been delayed too long as it is. Plus, I'm starting to get to the point where I'm ready to move on, start working on finishing Xpendables.

But I work tomorrow, twice on Saturday (early morning news shift -- 4am -- and then running the board for a football game in the evening), and then Sunday evening. I don't actually have a day off until Monday, but even that is up in the air at the moment. I don't even want to think about what might happen next week and what that might do to my schedule.

I have a couple of game theory posts I want to throw up on here for discussion, but I haven't sat down to put them together. They have been pretty low priority in comparison to other things. The way things are going, I'll probably get around to those, since I will be able to put them together at work, before I get to any gaming.

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