tag:blogger.com,1999:blog-14380994976872781112024-03-05T09:09:19.583-08:00Skill ChecksAnonymoushttp://www.blogger.com/profile/01640201669441740579noreply@blogger.comBlogger16125tag:blogger.com,1999:blog-1438099497687278111.post-65883091839564799092014-06-09T01:04:00.001-07:002014-06-09T01:04:41.459-07:00House Ruling Your Recipes<!--[if gte mso 9]><xml>
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In this blog I've written quite a bit about how to take pieces from one game
and use them to improve another. It's a great trick for making your game
exactly what you want it to be without all the work of making up a whole new
rule. Cooking can work in much the same way. There are techniques and
combinations that you will learn from recipes that you can use over and over
again to improve your cooking.<br />
<br />
Today I wanted to talk about three really simple techniques that will allow
you to level up your recipes. Trying out these tricks is an easy way to
put your own spin on what you cook. <br />
<br />
<div align="center" style="text-align: center;">
Caramelized Onions</div>
<br />
The first and easiest technique is caramelizing onions. Most
people have had caramelized onions before (and they're delicious), but I'm
always surprised at how few people actually make them. They do add a bit
of cooking time, but are worth it. They are very useful in dip or soup
recipes, or just for putting on a piece of meat. However you choose to use caramelized
onions will make your flavors pop. <br />
<br />
The first thing to do is slice the onion into thin strips. Start by
cutting the onion in half, slicing though the root end. Take your halves
and cut the tip opposite the root then slice the onion from tip to just before
the root. Slice this way until you've cut the whole onion half into 1/8th
to 1/4th inch strips still attached at the root. Now cut the onion half
in half again, slicing all of your strips in half and cut the root end off
leaving you with two sets of equal strips. Repeat this with the other
half of the onion.<br />
<br />
Now, in a large non-stick pan add enough olive oil to coat the bottom of the
pan. You can also use butter or reserved bacon fat here, but be careful
as both are more prone to smoking. Heat the oil to medium. You can test
if it's ready by flicking some water into the pot. it will pop when it's hot
enough (when doing this, sometimes hot oil will spit out of the pan so be aware).
Add the onions and let them cook. Move them around every 5 to 10 minutes
while cooking and keep an eye on their color. After about 35 minutes they
should begin to turn amber brown. Once you get a good even color
throughout (you'll also find that you can flatten the pieces with your spoon
like a jelly) remove them from the pan. From here add them to any recipe
that calls for onions, just skip any pre-cooking of them the recipe calls for.<br />
<br />
<div align="center" style="text-align: center;">
Blooming Spices</div>
<br />
Caramelizing onions takes a long time, so here's a technique that's even
easier. You'll find instructions to bloom your spices frequently in
Indian cuisine but you can use it in almost any recipe you’re cooking. You’ll
just want to make sure your recipe calls for non-powdered spices. If
you're using ground spices or whole seeds (like cardamom, star anise, or
coriander) all you need to do is set aside about 1/4 of what the recipe calls
for before you start cooking. <br />
<br />
In the vessel you'll be cooking add a small amount of oil (this will depend
on the recipe, but typically a teaspoon will be plenty, just make sure you have
enough to coat the spices) and heat it at medium high. When it's hot,
throw the spices in and let them cook for about 5 minutes before you take the
first step the recipe calls for. This will infuse the oil with the spice’s
flavors and really make them stand out in your final product.<br />
<br />
<div align="center" style="text-align: center;">
<br />
Browning Butter</div>
<br />
Browning butter is another technique that is very quick and can be used in
almost anything that calls for butter. It does take a little more
attention than the other two techniques though, so be warned. Browning
your butter before cooking adds a rich and nutty flavor to your food. This is
especially good for baked goods (chocolate chip cookies especially), white
pasta sauces, and sautéed veggies.<br />
<br />
For this you'll want a silver bottomed pan (this means non-stick pans are
not a good idea). Place the butter you'll be using into the pan and turn
it to medium (you will be reducing the butter a little, so add an extra table
spoon of butter for each stick the recipe calls for). Let the butter melt
but then you're going to want to keep a close eye on it. At first the
butter will boil/pop violently, after 7 or 8 minutes of this, it should start
to turn a little brown. Swirl the butter around as it cooks and wait for
the popping to slow. Around this time the butter in the pan will start
getting darker, pull it as soon as you notice this (this is why you want to use
a silver bottomed pan-it's hard to see the color change otherwise). You
want to be quick with this because browned butter is delicious but burnt butter
is terrible. You'll notice right away the nutty, buttery scent and that's
the flavor you'll be bringing to the recipe.<br />
<br />
With these three techniques you can start adding your own signature to
dishes.<span style="mso-spacerun: yes;"> </span>Let these experiences embolden
you to try more techniques and combinations as you come across them. Next
week I want to discus genre emulation in games, how to use it and where it can
go to far, but until then have some fun and get cooking. Talk to you
later.<br />
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<![endif]-->Anonymoushttp://www.blogger.com/profile/01640201669441740579noreply@blogger.com1tag:blogger.com,1999:blog-1438099497687278111.post-23973509385933287762014-05-27T01:26:00.001-07:002014-05-27T01:27:19.744-07:00Failing Forward<!--[if gte mso 9]><xml>
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My recent harrowing adventure with falafel got me thinking about how failure
affects games. I’m not talking failure as a GM or Player.<span style="mso-spacerun: yes;"> </span>I’m referring to how a character's failures affect
the narrative and how to keep it from being too damaging. Some failure on
the parts of characters is necessary in a game, being unable to fail is
ultimately boring. I feel that failure is too common in most games.<br />
<br />
In D&D, the standard has long been that failure should happen a little
less than 50% of the time. Your character should hit, succeed as a
moderate skill check, or fight off a poison with the same consistency (assuming
that you didn't specialize). This ratio has advantages and
disadvantages. For an average character at a task there is tension every
time the dice are picked up. The strong possibility of failure makes
every roll feel important. This also allows the specialists to really
shine. The archer that never misses and the expert climber who scales with ease
stand out from the pack when their time comes.<br />
<br />
There are significant drawbacks with the 50/50 standard failure rate,
however. With such a high rate of failure, your characters often won't
feel very awesome. It gives the sense that they are stumbling through the world,
getting by more on luck than skill. Since the odds remain the same
throughout the levels, this also leads to the feeling that the characters are
static. While you are adding higher and higher numbers to your roll as
you grow in level, your odds remain the same. This can lead to the feeling of running
in place. There is also the issue of when multiple rolls are required for
a single action and a single failure is all you need. I see this most
often when a group of characters is called to make stealth checks or a
character is asked to climb a cliff or high wall. The odds are so high that
there will be at least one failure, it hardly seems worthwhile to roll at all.<br />
<br />
You also have to look at the consequences of failure in your game. A
failed attack roll or stealth check is frustrating for the players, but
ultimately serve the story. If a character dies in combat, or the
barbarian trips over a bunch of pots while escaping the prison, those scenes
can become the highlight of an adventure. When a character fails a
Perception check or can't get over that wall, though, it can cause the story to
stop progressing.<span style="mso-spacerun: yes;"> </span>This seriously damages
any momentum you've established at the table.<br />
<br />
Many games have sought to solve this perceived problem. Gumshoe takes
failure out of the equation for your character's specialties, Fate provides
aspects to undo a bad roll, and in Numenera players know their odds going in
and can spend effort to improve them. There is one solution though, taken
from games like Leverage and Mouse Guard, that can be used with almost any game.<span style="mso-spacerun: yes;"> </span>Practicing with it will greatly improve your
skills as a game master.<br />
<br />
I'm not sure who coined the term Failing Forward, but it is the idea that
when a character fails at a check that failure should continue to move the
narrative. The Leverage RPG utilizes this concept best in my opinion,
making it the central conceit of all skill checks. In Leverage, you play elite
criminals at the top of their game. For obvious reasons the world’s
greatest thieves should not find themselves at a loss for how to pick a lock
and the brilliant con artist shouldn't have difficulty convincing the Prince
that she's his long lost cousin.<br />
<br />
Leverage doesn't however lack in tension when played, by simply redefining
the stakes of a roll. Rolling the dice in an RPG is an abstract action,
so it can have whatever weight you want it to in the narrative. The
consequences of failed skill rolls don’t have to represent a character's
incompetence, but simply that the character did not accomplish their ultimate
goal. Take for example a master thief trying to unlock a safe so he can
steal the gold bullion hidden within. When looked at in the traditional
way, failing the open locks roll means that the safe did not open, that the
thief couldn't do what he was trained for.<br />
<br />
In Leverage and other games the GM is encouraged to step back and instead
deny the goal without denying competence. In this example a failed roll
may mean that someone happens upon the thief before he opens the safe.<span style="mso-spacerun: yes;"> </span>Another option is that the safe opens but the
bullion is nowhere to be found because it was moved earlier that day. In
both of these cases, failure (rather than simply inspiring a request to try
again), adds a new element to the story and keeps it moving forward. <br />
<br />
I may revisit this topic in the future, as it is one that I am working on
incorporating into my own games. But next week I will be sharing with you
a vegetarian take on my Turkey 'Chili' recipe that I've been working on.
Talk to you then. <br />
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<![endif]-->Anonymoushttp://www.blogger.com/profile/01640201669441740579noreply@blogger.com0tag:blogger.com,1999:blog-1438099497687278111.post-51026527418206711902014-04-21T14:07:00.003-07:002014-04-21T14:07:17.664-07:00I'd Falafel But...As promised I started working on a falafel recipe this weekend, and it
has not gone so well. Ordinarily I wouldn't share a kitchen failure with
you, but I thought it might be worthwhile to share my process. This will give
you an idea of how I deal with recipes that just don't turn out
well. <br />
<br />
Whenever I try making something new, the first thing I do is look up a few
recipes using sites like Epicurious, Food Network, and All Recipes. I
look over each recipe, noting what they all have in common, where they differ
and, if it's my first time making something like this, I will follow one of
them through. I generally choose the one that is the most basic and won't
change anything the first time. I think it's important to follow a recipe
fully at least once so that when you start making modifications you know where
the failure is: in the recipe or in your changes. <br />
<br />
Since I had never made falafel before, I followed my above process and chose
<a href="http://allrecipes.com/recipe/seans-falafel-and-cucumber-sauce/">this
recipe</a>. This is one of the few that didn't call for soaking the
chickpeas for 24 hours which I didn't really have time for. <span style="mso-spacerun: yes;"> </span>It also seemed straightforward. Reading
through the whole recipe I knew that I was going to have to make some changes
for when I eventually posted it here. For instance, I find non-specific
measurements to be unhelpful, so coming up with a description of pinch and dash
would be important. You will also see that it doesn't specify the type of
oil you should fry the falafel in and how long they should cook. These
types of omissions don't make a recipe useless of course, but clarity helps
increase your odds for success.<br />
<br />
As I said, this recipe was a failure for me. What I ended up with was tasty,
bready, and oily. The tzatziki sauce I made to serve with the falafel was quite
good, though. Some of this was my fault and some of it the recipe’s. One
of the most useful skills you'll develop as you cook more is identifying which
is which. Everything in the recipe came together well, until it came to
frying the falafel. I noticed immediately that the oil level the recipe
called for seemed to be too high. This is not a fully submerged frying
recipe so the falafel shouldn't have been more than half covered. I made
a note to reduce the oil on my next attempt and continued on. <br />
<br />
My failure in the recipe became apparent when I went to flip the falafel.
Since the recipe didn't indicate when this should occur I flipped the 5 pieces
I had in the skilled at 1 minute intervals. This would allow me to
identify when the best level of browning occurred without risking burning more
than one of them. As I started doing so, they began to come apart.
Not dramatically, but each time I moved one a small layer would separate into
the oil. <br />
<br />
This is when I realized what I did wrong. Not wanting to go to the
store to buy breadcrumbs and not having time to make my own, I instead crushed
some unseasoned croutons that I had on hand. I hadn’t anticipated how
important it was to crush them finely, so some mostly unbroken croutons made it
into the mixture. These larger pieces of crouton sabotaged things in two
ways:1) they absorbed more oil than they were intended to and 2) they were not
an effective binder, so they would drift away when the falafel was disturbed.<br />
<br />
With this new understanding, and a new bag of bread crumbs I'm going to jump
back in and tackle the recipe again. I'll share my results with you later
this week. Since this experiment has put my mind on failure, next week
we'll discuss the concept of failing forward in RPGs.<span style="mso-spacerun: yes;"> </span>I’ll talk about how it can improve your games
pacing and make everyone feel more awesome.<br />
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<![endif]-->Anonymoushttp://www.blogger.com/profile/01640201669441740579noreply@blogger.com1tag:blogger.com,1999:blog-1438099497687278111.post-6363596032388782292014-04-17T04:19:00.001-07:002014-04-21T02:33:21.527-07:00Fate AccompliNote: Last update from my phone, I promise. It's Bernard harrowing experience and I'll be going back and editing these posts when I get back home.<br />
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We've covered how to integrate Aspects into your Numenera game, and how Fate's character creation can improve a Champions game. Now let's look at how narrative based timing can enhance the experience when playing 4th Edition Dungeons and Dragons.</div>
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What I mean when I say narrative based timing is Fate's system for tracking damage on character. In Fate when a character suffers a significant injury it will be marked on their character sheet as a temporary aspect, called a consequence. Most character can be effected by 3 consequences before they are overcome, a minor, moderate and severe wound.</div>
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These wounds don't heal like you see in most games, with hit points recovering in hours or days. They instead remain for a given duration at the table. A minor consequence will fade at the end of the next scene, moderate consequences last until the end of the next session and severe will be with you until the end of the next senerio. That's no nearly all there is to the consequence system in Fate and I recommend you look at the game to learn more.</div>
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This system of tracking has a couple of interesting effects on a game. When used for wounds it makes combat feel like a more real threat. Characters in 4e need only wait a few hours to fully recover from anything and so quickly groups can fall into the one fight a day pattern in which so long as they don't die they are never at less than full resources.</div>
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There are ways that you can deal with this like putting time pressure on the characters but do that to much and it will begin to feel contrived. This system however will remind the players that their characters are in real physical danger and will make them seem more badass for it. </div>
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To use this sort of system I you game the first thing to decoded is what the would threshold will be. With 4th Editon the easiest places would seem to be when a character reaches their bloodied value and when they drop below 0 HP. I personally would also include when the character dies, allowing them to take a severe wound to stabilize, thus avoiding the need to resurrect. This last is sort of a olive branch to the players, you fights will have more long term consequences but you are now harder to kill.</div>
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When a character reaches one of these thresholds assign them a minor, moderate or severe injury and some penalty appropriate to the damage. You can do this either with a table (the iCrit app has a lot of options for minor and moderate wounds) or you can just come up with them on the fly. </div>
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For a minor wound the penalty should be mild, a -1 to movement or AC, a -2 to a single skill, or even a visible scar which could interfere with social encounters. Moderate wounds can be more severe but still should not be crippling. Halving movement, removing the ability to critically hit, a -2 to BaB or the inability to speak all seem like appropriate penalties. Severe wounds of course should much more serious but shouldn't render the character unplayable. Making the character slowed, preventing them from getting above their bloodied value or making whole sets of skills impossible all would carry the weight of their injury.</div>
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For the timing on these injuries I would keep them them similar to fate. Sometimes defining a scene can be difficult in D&D but as a rule of thumb having it last until the end of the next encounter in which it was relevant will work. The end of the next session of course is self explanatory, and the end of the next story should be approximately the duration of an adventure module or level if your game is more free form. </div>
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In most 4e games magical healing is fairly common place and so of course has to come into play here. Since the point of these injuries is to create a lasting effect you shouldn't allow them to be eliminated entirely by a Cure Light Wound or Inspiring Word. I would allow a healer to reduce the duration of these injuries by one level of severity if they use enough powers heal the character 4 healing surges, thus reducing the penalty and duration. The healing surges would have no other effect (although I would still allow and bonus healing the character provides to apply to HP) and I would only allow this once per injury. Even if a Cleric can grow back your hand it's not going to be 100% right away.</div>
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Try this idea out in your game and see how it effects how your PCs approach combat, and how much more important their Leader becomes if they have one.</div>
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So that's it for breaking down Fate (for now), I hope that you found it illuminating. Later this week I'll share with you a falafel recipe I'm trying out this weekend. Talk to you then.</div>
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Anonymoushttp://www.blogger.com/profile/01640201669441740579noreply@blogger.com0tag:blogger.com,1999:blog-1438099497687278111.post-20108156950011065132014-04-14T04:27:00.001-07:002014-04-21T02:33:04.352-07:00The Fate of All Mankind<div>
Note: Sorry for the poor editing and formatting on this post friends, I seem to have overestimated my ability to update while on vacation. Later this week we'll finish this discussion with narrative timing.</div>
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Today we return to our discussion of Fate and how to use elements of its rules for other games. The week we'll cover the team based city and character creation rules, specifically those that appear in The Dresden Files RPG, and the narrative based timing Fate uses for wounds and healing.</div>
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The Dresden Files RPG (DFRPG) focuses heavily around making the characters and their world feel deeply interconnected. The PCs feel as though they have a shared history throwing off the clichéd trope of murder hobos meeting in a bar and becoming fast friends. Additionally the game encourages making the city feel like another member of the ensemble, emulating stories like The Wire or (of course) the game's namesake.</div>
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The primary way it achieves this is by making character creation part of the game. During character creation players incorporate at least two other characters into their narrative, leaving you at the end of the process with an interweaving web of relationship on which to draw. Before this happens though, and I think that it is very important that this happens first, the group as a whole work together to create the city the characters inhabit.</div>
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While the book calls this City Creation it's important to note that this process can be scaled up or down for the story. The same principles apply if your describing a college campus or and multinational agency of super spies.</div>
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For our purposes though we're going to look at using this process to handle a superhero game. My game of choice for supers is Champions but as this process doesn't have to interact with the rules it can apply to any system. </div>
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The first session of your Champions game, sit everyone down and encourage them not to settle on a character yet. As soon as you say superhero game ideas will have already started to form, but bring open minded at this stage is helpful. First, as a group decided which city you want the game to take place in. You can also at this point decide on a globe spanning game but the process remains the same. The next step is defining important locations that the characters will be interacting with.</div>
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A useful way to think of this is like you were making a TV show, a fee key locations is all you have the budget for so you have to make them each have their own sense of character. In our superhero game you may have the local PD, the city tabloid's office, the roof tops, the villain's corporate HQ, the here's base of operations and the city limits sign for example. To save on effort make sure that each location you detail has a rule to play in the game and people other than the PCs associated with it. Pepper Pots at Stark Tower, Commissioner Gordon at Gotham PD and J. Jonah Jamison at the Daily Bugle all breath life into what would otherwise just be set pieces. </div>
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One you've established your locations and populated them you should define their expected impact on the story. In the DFRPG this is done through aspects but even if your not using that rule module writing down a phrase or two here will help to cement the location in your mind. Going the examples I mentioned earlier you might note Stark Tower with "boundless wealth and innovation" and "everyone knows where to find you". Gotham PD on the other could be described as having "a tense peace with heroes" and being "rife with corruption". This descriptor will help you know the sorts of scenes to set at the location and give the players a sense of how to act there. </div>
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Now that you've established the where of your Champions game you can get to the who of the characters, some of whom may be inspired by this process. When you think about what really is the difference between Lexcorp and Stark Tower other than the association with a PC. </div>
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Group character creation is an easy step to incorporate into your game that in my experience greatly enhances the experience at the table and the ultimate narrative that ultimately forms. In the DFRPG this is tied directly to the Aspect system, but it doesn't have to be in your game. </div>
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To bring this stage into you game all you have to do is get everyone at the table before the characters are made and have each player look to the person to their left and the person to their right. For a Champions game I would have the players use the classic types of superhero interactions. The player to left's character is someone they initially fought with but then the teamed up to fave a bigger threat (let the players come up with the threat and that's one less villain you have to come up with a concept for). The player to their right is someone who they owe their life to, either because they saved them or for some other reason. Finally, after there's decisions are made, have the players switch seats at the table. With the interconnected stories this will help prevent it from seeming silly, and will encourage other characters to get involved when these stories come up in the game.</div>
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To prevent me from having to type evenore on my phone for now I'm going to leave it there and we'll come back to narrative based timing later this week. On Monday I'll share with you <span style="font-family: Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif;">a falafel recipe that a great snack and vegetarian friendly.</span></div>
Anonymoushttp://www.blogger.com/profile/01640201669441740579noreply@blogger.com0tag:blogger.com,1999:blog-1438099497687278111.post-16092749300009174982014-04-11T03:56:00.001-07:002014-04-21T02:32:33.861-07:00Aspects in PlayIn my recent Hack(Host) article, <a href="http://skillchecks.blogspot.com/2014/03/unraveling-fate.html">Unraveling Fate</a> we started talking about <a href="http://www.evilhat.com/home/fate-core/">Fate Core </a>and the ways you can use it's mechanics in other games. One of my friends pointed out to me that the mechanic in question, Aspects, can be a bit challenging to figure out how to use at the table. Aspects are the central mechanic of Fate and one of my favorites so I wanted to give a couple of examples of them in play. This is a bonus post and on Monday I will finish what I started in Unraveling Fate.<br />
<br />
<br />
At their core Aspect descriptors which give what they are attached to story significance. They can be applied to anything in the game from objects to environments, or even to the story itself. The most common type of aspect you will interact with in the game though is Character Aspects so that is what we're going to focus on.<br />
<br />
Character Aspects can be used to describe just about anything the player wants to be important to the story. A well written aspect will be both an advantage or a disadvantage dependent on the situation and will give anyone who reads them a sense of the character. The number of aspects your character will have will very from game to game, as will the importance of those aspects, but the core mechanic remains the same.<br />
<br />
There are two broad ways aspects come into play, Invoking and Compelling. Invoking is when a player or the GM uses an aspect to modify an action they or someone else is taking. In Fate this is represented with a +2 to the roll or effect, if your porting it to another game that will change but it always should be a significant bonus. Compelling is using an aspect to limit a character or NPC's options or abilities. Invoking costs a Fate Chip for the player doing so and in the case of a compel the player or GM who suggests the compel pays a Fate Chip and the character effected by it receives that Chip.<br />
<br />
Let's look at a scene between three characters to see how aspects work in play;<br />
<br />
James is player 1's character, a star ship captain with; <i>Encouageable Lady's Man, Always Ready for a Fight </i>and <i>Loyal to a Fault</i>.<br />
<br />
Pavel is player 2's character, Kirk's subordinate who as the aspects; <i>Talented but Inexperienced, Charmingly Meek, </i>and <i>Funny Accent.</i><br />
<br />
Kado is an NPC who runs the bar the characters are currently patronizing. Since he's just an NPC the game master only gave him one aspect<i> No Fan of Trouble</i>.<br />
<br />
In this scene James and Pavel want to learn from Kado where some stolen goods that passed through the bar ended up.<br />
<br />
GM: You enter the bar and you can see it's not a place that takes well to military types. Loud and dark this is the sort of place that shady deals can happy right out in the open.<br />
<br />
Player 1: James looks around the bar for someone in charge.<br />
<br />
GM: Well, all you look around the room you see a number of women dancing and sweet talking patrons. As an <i>Inveterate Lady's Man</i> you think that getting close to one of them is a pretty good idea. Pavel needs more experience anyway right?<br />
<br />
(The GM offers a Fate Chip to the player. Here James' player has the option of accepting the Fate Chip, there by letting Pavel be the player who first approaches Kado. James is far better equipped for interrogating the bar's owner, but to refuse the compel he must give the GM one of his own chips.)<br />
<br />
Player 1: Yeah, Pavel should learn to take the lead more often, and that green dancer looks particularly appealing. James tells Pavel to ask that the bar while he goes to interrogate her.<br />
<br />
Player 2: Great. Pavel goes to the bar and asks to speak with the owner.<br />
<br />
GM: A very tall man from Bathar 6 by the looks of him eyes you suspiciously. He introduces himself as Kado and asks what you want.<br />
<br />
Player 2: Pavel says "We are looking for a case of Veridian igniters that were seen here in the past couple of days."<br />
<br />
Player 1: Don't you mean <i>W</i>eridian?<br />
<br />
GM: Kado chuckles at your accent and says "Don't know what you're talking about."<br />
<br />
(Player 2 looks at their sheet and realizes that they aren't well equipped to talk this guy into giving up the info.)<br />
<br />
Player 2: Can I invoke Charmingly Meek to give me a +2 on my roll?<br />
<br />
GM: Kado isn't really impressed by meek people.<br />
<br />
Player 2: He laughed at my accent though, can I invoke Funny Aspect, everyone likes to laugh.<br />
<br />
GM: Yeah, that will work, roll your Rapport with a +2.<br />
<br />
Player 2: So Pavel keeps pestering him "Look, we know the Weridian came through here. This is wery important we need the Weridian to restart our wessel. "<br />
<br />
(Player 2 rolls, but still fails. The GM decides that Kado likes Pavel but that telling him would cause more trouble than it's worth)<br />
<br />
GM: Kado says, "Look, I don't want no trouble in my place. You military types bring all manner of problems with you."<br />
<br />
Player 2: I want to see if I can discern one of his aspects.<br />
<br />
(Player 2 rolls his Empathy skill, succeeding)<br />
<br />
GM: Kado is No Fan of Trouble, right now you don't seem like trouble though.<br />
<br />
Player 2: Pavel will keep pressing him, indicating back to James to emphasize that they are together. I want to compel James' Always Ready for a Fight to get him to start an argument with another patron.<br />
<br />
(Player 1 offers one of his Fate Chips to James)<br />
<br />
Player 1: Not very Captainly of me, but I might need the chips later. Sure, me and another patron get into over the green skinned woman.<br />
<br />
Player 2: Good, can I now compel Kado's aspect, since getting me out of there will get James out too?<br />
<br />
GM: Makes perfect sense to me.<br />
<br />
(Player 2 hands the game one of his Fate Chips, Kado spills the beans and the story continues).<br />
<br />
So ask you can see, Fate Chips allow characters to really make a scene about who the character's are and can give them some influence over the story that other games don't allow. For a fuller explaination on the use of Aspects I highly recommend looking through Fate Core, it's a great game and is pay what you want on <a href="http://rpg.drivethrustuff.com/product/114903/Fate-Core-System">Drive Through RPG</a>.Anonymoushttp://www.blogger.com/profile/01640201669441740579noreply@blogger.com1tag:blogger.com,1999:blog-1438099497687278111.post-58794042596290477222014-04-07T14:27:00.000-07:002014-04-07T14:28:11.485-07:00Asian Lettuce Wraps<!--[if gte mso 9]><xml>
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One of the most important things about feeding gamers (or
really any group of friends you have over for a casual get together) is ease of
eating.<span style="mso-spacerun: yes;"> </span>Making a complex meal like pasta
or steaks can really wow your guests, but it also sets restrictions on the
night’s activities.<span style="mso-spacerun: yes;"> </span>While it’s often
good to have everyone sit down, eat a full meal and then clear the table,
sometimes you need something that is more free form.<span style="mso-spacerun: yes;"> </span>Soups are good for this, and I’ve already
shared with you several recipes down that road.<span style="mso-spacerun: yes;">
</span>For something more interactive though, Asian lettuce wraps is a
delicious and simple choice.</div>
<div class="MsoNormal">
<br /></div>
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This recipe is adapted from <a href="http://www.foodnetwork.com/recipes/sunny-anderson/asian-lettuce-wraps-recipe.html">Sunny
Anderson's</a> recipe with a couple of tweaks for flavor. <span style="mso-spacerun: yes;"> </span>I also find that the trench shape of romaine
hearts make this much easier to serve and eat.<span style="mso-spacerun: yes;">
</span>This particular recipe will serve 3 to 4 for dinner or 8 for lunch.</div>
<div class="MsoNormal">
<br /></div>
<ul>
<li>3 tablespoons sesame oil</li>
<li>2 pounds ground beef</li>
<li>4 inches of ginger (when using a root the diameter of a quarter) finely grated</li>
<li>4 scallions diced fine</li>
<li>5 clobes of garlic, minced (each clove should be about the size of a finger segment)</li>
<li>1 teaspoon red pepper flakes)</li>
<li> ½ cup hoisin sauce</li>
<li> ¼ cup chopped peanuts (unsalted)</li>
<li>1 package hearts of romain </li>
</ul>
<div class="MsoNormal">
In a large skillet or pan, heat the sesame oil over medium
high heat.<span style="mso-spacerun: yes;"> </span>Add the ground beef, working
it with a spatula until all of the meat is evenly browned.<span style="mso-spacerun: yes;"> </span>If you’re not using lean beef (less than 10%
fat), you’ll end up with a fair amount of fat at the bottom of the pan, that’s
fine.<span style="mso-spacerun: yes;"> </span>If you think there might be
leftovers, I would recommend draining the excess grease, he extra fat will make
them greasy and unpleasant.<span style="mso-spacerun: yes;"> </span>If you’re
planning on serving it all, though, the fat will disappear into the sauce so
don’t worry about draining the grease.</div>
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<br /></div>
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Once the meat is browned add the remaining ingredients,
stirring constantly.<span style="mso-spacerun: yes;"> </span>Keep everything
moving in the pan over medium high heat until it is incorporated.<span style="mso-spacerun: yes;"> </span>Once it seems fully mixed give it a taste and
add salt or pepper, as needed. <span style="mso-spacerun: yes;"> </span>Remove it
from the heat.<span style="mso-spacerun: yes;"> </span>Mix the beef mixture with
the peanuts in a bowl and serve with the lettuce.<span style="mso-spacerun: yes;"> </span>The handy shape of the hearts of romaine makes
it easy to grab as much or as little as you like.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
My wife and I love these wraps. <span style="mso-spacerun: yes;"> </span>We make them once every couple of months as an
easy weekend meal because it has the advantage of producing a small amount of
dirty dishes.<span style="mso-spacerun: yes;"> </span>I haven’t yet served this
to my game group but I’ll be bringing it out for our next Shadowrun game. <span style="mso-spacerun: yes;"> </span>I’ll report back on the results.</div>
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Later this week I’ll be posting a more in-depth look at the
Aspect system. <span style="mso-spacerun: yes;"> </span>Next week I’ll finish
with the Fate mechanics and how to use them in other games.<span style="mso-spacerun: yes;"> </span>It looks like the recipes I’ve already served
at my games have all been meat-base. I’m going to have to start stretching my
vegetarian cooking muscles a bit more so expect something along those lines for
the next recipe I share.<span style="mso-spacerun: yes;"> </span>Until then,
have a great week.</div>
Anonymoushttp://www.blogger.com/profile/01640201669441740579noreply@blogger.com0tag:blogger.com,1999:blog-1438099497687278111.post-68503910401959427702014-03-31T21:18:00.001-07:002014-03-31T22:00:44.411-07:00Unraveling Fate<!--[if gte mso 9]><xml>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">Now that we've broken down a nice “crunchy”
system like D&D 4th Edition, I thought we could take a look at a system
that is more free-form. </span><a href="http://www.faterpg.com/"><span style="color: blue; font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">Fate Core</span></a><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">
is an RPG system from Evil Hat and has a relatively small number of rules
focusing on more narrative play. Players get to take an active part in creating
the story and environment, which is not generally seen in more traditional
RPGs. That doesn't mean, though, that it lacks elements that can be
useful in any game you play. As we did with 4th Edition, I want to look
at 3 pieces of Fate to use in other systems. We'll take an in depth look
at the first one today and handle the other two in two weeks. The 3 pieces
are:</span></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<br /></div>
<ul type="disc">
<li class="MsoNormal" style="line-height: normal; mso-list: l0 level1 lfo1; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto; tab-stops: list .5in;"><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">Character/Scene Aspects</span></li>
<li class="MsoNormal" style="line-height: normal; mso-list: l0 level1 lfo1; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto; tab-stops: list .5in;"><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">Group Character and City Creation</span></li>
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</ul>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">Aspects is the obvious place to
start when discussing Fate. Aspects are an element as front and center in Fate
as the d20 is in Dungeons and Dragons. In their simplest form Aspects are
phrases which describe something interesting and unique about what they are
applied to. On a character they can be a simple as <i>Mighty Barbarian </i>or
as specific as <i>The Only Wizard Detective in the Phone Book</i>. Scenes
similarly may be <i>Dark and Stormy<b> </b></i>or in <i>A Rat Infested
Warehouse</i>. </span></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<br /></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">When Aspects are Invoked they can
provide a bonus to a die roll or a penalty to an action against a
character. When Compelled, they will limit a character’s choices or
prevent the character from succeeding in the action which triggered the Aspect.
Whenever an Invoke or Compel occurs Fate Chips are exchanged, keeping a dynamic
economy of narrative control shifting between the players and the game master.</span></div>
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<br /></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">Aspects as a rules module are
beautiful in their simplicity and the effect they can have on play is
dramatic. Any game that uses dice can incorporate them to give players a
chance to further distinguish their characters from the flock. As an
example, I wanted to look at a newer game by Monte Cook. </span><a href="http://www.numenera.com/"><span style="color: blue; font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">Numenera</span></a><u><span style="color: blue; font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">,</span></u><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">
as a game, focuses on exploration and oddity making it a perfect fit for open-ended
descriptions. </span></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<br /></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">In Numenara, I would recommend
keeping the number of Aspects low. Too many will begin to bog down players with
options. Three Aspects gives the player options, without getting in the
way of creativity. A character's first two Aspects are easy - simply use
the adjective and verb taken during character creation. For example, a Graceful
Glaive who Fights with Panache would treat <i>Graceful </i>and <i>Fights with
Panache </i>as Aspects. The final should be chosen by the character and
should describe something truly unique to them. This could be the
description of a unique item they favor, their homeland, or the goal that
drives them through the 9th World. </span></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<br /></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">To use the Aspects, Numenera already
has a guide through the rule of GM Intrusions. GM Intrusions are
opportunities to make the story more difficult or exciting for the
players. The reward the players receive is experience, so they work very
similarly to Aspects already. Aspects, in this case, primarily provide
the GM with more information about how the player wants their character to be
challenged. If your character <i>Fights with Panache</i> then the GM
knows that it may be in their nature to toy with an opponent rather than go in
for the kill. Using this information, the GM can Compel that Aspect to
force the character to fail an attack, choosing instead to embarrass their
opponent.</span></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<br /></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">There are a few options for Invoking
Aspects in Numenera, but I personally prefer the simple ones. Allowing a
character to spend an XP to treat an Aspect as an asset in Numenera will keep
the option in their mind when they have a difficult task. While this
effect is similar to the option players already have (re-rolling a dice for 1
XP), this option can allow a character to in difficulty 4+ tasks to truly shine.
It gives them some certainty when their other abilities bring a difficulty to
1. </span></div>
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<br /></div>
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<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">Next week I'll share with you a
recipe for some Asian lettuce wraps my wife and I love, and that I will be
serving at my next game. Talk to you then.</span></div>
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<![endif]-->Last week my Shadowrun group met again. While I generally
try to make a good thematic lunch for everyone, I just didn’t want to work that
hard.<span style="mso-spacerun: yes;"> </span>The run involved the characters
stealing some genetic samples from a cyber animal research facility, which
doesn’t really suggest an obvious meal.<span style="mso-spacerun: yes;">
</span>Since most of my prep time involved stating out assault rhinos and cyber
dogs I decided to pull out an old faithful recipe from the file: quick and easy
tomato soup.<span style="mso-spacerun: yes;"> </span>This recipe is adapted from
Giada De Laurentis’ <a href="http://www.foodnetwork.com/recipes/giada-de-laurentiis/quick-and-spicy-tomato-soup-recipe.html">Quick
and Spicy Tomato Soup</a>, with some modifications for better texture.</div>
<ul>
<li>3 tablespoons olive oil
</li>
<li>2 large carrots peeled and chopped (about ½
pound</li>
<li>1 small (baseball sized) yellow onion, chopped</li>
<li>2 cloves garlic (about the size of a finger
segment) minced</li>
<li>1 26oz jar marinara sauce (I like <a href="http://www.newmansown.com/products/newmans-own-cabernet-marinara-sauce/">Newman's
Own Carbernet Marinara</a> here)<span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"> </span></span></span></li>
<li><span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"></span></span></span>28oz chicken broth (two cans or just measure it
out from a box)</li>
<li>1 15oz can cannellini beans (aka white beans),
drained and rinsed<span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"> </span></span></span></li>
<li><span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"></span></span></span>¼ teaspoon red pepper flakes<span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"></span></span></li>
<li><span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"></span></span></span>¾ cup spiral pasta
</li>
</ul>
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Heat the olive oil in a large pot, or Dutch oven, over
medium high heat until water flicked into it pops and sizzles. Add the carrot,
onion and garlic and cook, stirring frequently, until the onions are
translucent.<span style="mso-spacerun: yes;"> </span>This shouldn’t take more
than 4 minutes.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Next, put everything else in the pot.<span style="mso-spacerun: yes;"> </span>That’s pretty much it.<span style="mso-spacerun: yes;"> </span>Give it a good stir, let it simmer for at
least 10 minutes, and you have a delicious tomato soup.<span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
You can add more red pepper flakes if you like it spicy, but
remember that a little goes a long way and there’s no going back.<span style="mso-spacerun: yes;"> </span>Add ¼ teaspoon at a time, give it about 5
minutes of cooking to work its way in and then give it a taste, repeat as
necessary.<span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
A note about the pasta: <span style="mso-spacerun: yes;"> </span>you can use just about any non-string pasta
(like spaghetti or linguini) here.<span style="mso-spacerun: yes;"> </span>I’ve
personally found that hollow pastas (like macaroni) tend to slip around too
much when in soup, and the tiny pastas (like the pastina recommended in the
original recipe) just don’t really bring much texture to the soup.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
This soup goes great with a grilled cheese sandwich or
cheddar cheese bread, but that’s a recipe for another time.</div>
Anonymoushttp://www.blogger.com/profile/01640201669441740579noreply@blogger.com0tag:blogger.com,1999:blog-1438099497687278111.post-58653185081055526972014-03-17T21:05:00.002-07:002014-03-24T14:25:40.217-07:00Nose to Tail Gaming<!--[if gte mso 9]><xml>
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<a href="http://skillchecks.blogspot.com/2014/03/like-native-americans-you-should-use.html">Two
weeks ago</a> we talked about how to use the timer based powers in 4th Ed in a
game of Pathfinder. Today we'll tackle the other two pieces of 4e that I
think are particularly interesting: role protection and skill challenges.<br />
<br />
<b style="mso-bidi-font-weight: normal;"><span style="font-size: 14.0pt;">Role
Protection</span></b><br />
<br />
Role protection is the division of characters between Striker, Leader,
Defender, and Controller. D&D 4e doesn't just talk about the rules,
but includes rules to help solidify them. Almost all Strikers have the
ability to add extra dice of damage to their attacks. Nearly every defender uses
the Marking mechanic which makes them more 'sticky' (able to draw attacks to
themselves).<br />
<br />
I would caution you in bringing this rule module into another game because
it's going to have a lot of effects on how characters are created and how the
story is told. Once these roles (or whatever roles you feel are
appropriate for your game) are laid out, they will make your combat much more
tactical. This will make some of your players feel they have to fill certain
holes that exist in the party’s abilities.<br />
<br />
Generally role protection is best for games which emulate the heroic
fantasy, superhero, or heist genres, as those genres tend to include this idea
anyway. The roles won't always be the same; the four D&D covers are
common in fantasy, while in superheroes you will often see the tank, the
blaster, the psychic, the tactician, and the brawler. Heist stories
similarly will often see the fighter, the con, the thief, and the tech (see <a href="http://www.imdb.com/title/tt1103987/">Leverage</a> for a very clear
example).<br />
<br />
In Fate Core there are no rules for role protection, but the genres it
emulates often fit well with the sort of crafted team that defined roles
encourage. If you want to introduce role protection into Fate Core you
can try adding it to the aspect system. <br />
<br />
Aspects are phrases and ideas that describe your character and affect how
they spend resources. Simply inform your players of the traditional roles
in a superhero team.<span style="mso-spacerun: yes;"> </span>Tell them that one
of their aspects has to include reference to the role they've chosen.
During the game allow the players one free Invoke of that aspect each session.<span style="mso-spacerun: yes;"> </span>Your players will quickly tailor their
strategy to their place in the team.<br />
<br />
Another more complicated, but more flavorful, option would be to create a
special Invoke for each of the roles you define. Each Invoke providing an
extra action but one that has to fulfill their role in the team. Allowing
your blaster to perform an attack, your bruiser to block for an ally, and your
psychic to read an opponent's mind at the cost of a fate chip will add a more
dynamic exchange to your fights.<span style="mso-spacerun: yes;"> </span>This
will encourage your players to pay attention even when it's not their
turn. This does come with a cost though.<span style="mso-spacerun: yes;">
</span>You'll have to put in a little more work to balance the encounters but
it will add a more super heroic feel.<br />
<br />
<b style="mso-bidi-font-weight: normal;"><span style="font-size: 14.0pt;">Skill
Challenges</span></b><br />
<br />
In 4e, skill challenges represent a way of playing non-combat encounters
while still providing a real mechanical challenge to the characters.
There are a lot of situations these can be used to represent, from a debate
with nobility to tracking across an open desert.<span style="mso-spacerun: yes;"> </span>Where I've found the most success in the
skill challenge is in emulating the film montage. When your players have
some task to complete and you don't want to just roll the dice, a skill
challenge is a good way to keep it tense. The basic idea of a skill
challenge is creating a variety of tasks the players must complete. <span style="mso-spacerun: yes;"> </span>They can choose how to complete their tasks
with the skills they have available.<span style="mso-spacerun: yes;"> </span>If
they get a set number of success before they get a certain number of fails, they
succeed.<br />
<br />
This is an especially easy piece to use in other games, as it will work with
anything that already has a skill system.<span style="mso-spacerun: yes;">
</span>Let's look at an example situation in Shadowrun.<span style="mso-spacerun: yes;"> </span>In your game a group of runners need to
infiltrate a swank shindig at Mitsuhama. You've decided that you don't
want to make this a simple request from a contact. <span style="mso-spacerun: yes;"> </span>Instead you can make getting access to the
party a section of the game itself.<br />
<br />
The first thing to do is decide what needs to be done to complete the
task. They need to find out where and when the party is.<span style="mso-spacerun: yes;"> </span>To get in, they need their names on the guest
list or for the bouncer to let them pass.<span style="mso-spacerun: yes;">
</span>Finally because it's Shadowrun, they need to stash their weapons
somewhere they can access at the party. For this situation we're going to
say that the runners need to get 6 successes on these tasks, with at least one
each, before they get 3 total failures. Dependent on how challenging you
want this to be you can play around with the numbers.<span style="mso-spacerun: yes;"> </span><br />
<br />
Each attempt will be a simple skill check, and here I will generally adjust
the threshold based on how interesting or creative the character's attempt
is. A good level for a group of runners that will make a check risky is threshold
4, so I would start there and then adjust as needed. By using this method
rather than the standard, you can get your players more involved in the process.<span style="mso-spacerun: yes;"> </span>It will take longer but will <span style="mso-spacerun: yes;"> </span>make even the generally boring parts of the
game more interesting.<br />
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<![endif]-->Anonymoushttp://www.blogger.com/profile/01640201669441740579noreply@blogger.com0tag:blogger.com,1999:blog-1438099497687278111.post-16917456962091090382014-03-10T12:19:00.000-07:002014-03-10T12:19:43.672-07:00Ye Olde Turkey Leg<!--[if gte mso 9]><xml>
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<b style="mso-bidi-font-weight: normal;">Totally Anachronistic
Turkey Leg</b></div>
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Last Sunday I ran my bi-weekly Shadowrun game. in this
particular session the characters were made to write and perform a stage show
at the 6<sup>th</sup> World’s equivalent of Medieval Times, a Horizon owned
restaurant chain called Crossed Swords™.<span style="mso-spacerun: yes;">
</span>Despite the lack of Turkeys in medieval Europe, I decided to go for the “renfair”
classic: the roasted turkey leg.<span style="mso-spacerun: yes;"> </span>This
particular take on the classic was inspired by the +5 Book of Cooking by
Tiffany Simmons. This was a <a href="https://www.kickstarter.com/">Kickstarter</a>
project that was funded but did not ultimately produce what was promised.<span style="mso-spacerun: yes;"> </span>However, they did provide its backers with a
lovely PDF cookbook.</div>
<div class="MsoNormal">
This recipe uses a couple of different techniques to infuse
the turkey with flavor. <span style="mso-spacerun: yes;"> </span>You’ll have to
plan the night before the game, but the results are worth it.<span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal">
One of the tricky bits with this recipe is the turkey legs
themselves. Depending on where you buy them, the size can vary widely from a
little bigger than a chicken leg to the size of an adult’s forearm.<span style="mso-spacerun: yes;"> </span>The amounts I’m giving you here are good for
10 of the smaller legs or 5 of the larger, luckily for the brine and rub all
you need is enough to cover whatever you have.<span style="mso-spacerun: yes;">
</span>If you need more brine, make up for the difference with ice before
putting it in the fridge. For more rub, just keep the proportions equal and
you’ll be fine.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Turkey legs (5 – 10)</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-bidi-font-weight: normal;"><b>Brine</b></span></div>
<ul>
<li><span style="mso-bidi-font-weight: normal;">4 quarts water</span></li>
<li><span style="mso-bidi-font-weight: normal;">2 oranges</span></li>
<li><span style="mso-bidi-font-weight: normal;">1 cup kosher salt</span></li>
<li><span style="mso-bidi-font-weight: normal;">1 cup sugar</span></li>
<li><span style="mso-bidi-font-weight: normal;">1 cup brown sugar</span></li>
<li><span style="mso-bidi-font-weight: normal;">2 tablespoons seasoning salt</span></li>
<li><span style="mso-bidi-font-weight: normal;">1 whole bay leaf<b> </b></span><b style="mso-bidi-font-weight: normal;"> </b></li>
</ul>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"> Dry Rub</b></div>
<div class="MsoNormal">
<br /></div>
<ul>
<li><span style="mso-bidi-font-weight: normal;">2 teaspoons seasoning salt</span></li>
<li><span style="mso-bidi-font-weight: normal;">2 teaspoons fresh rosemary, finely chopped</span></li>
<li><span style="mso-bidi-font-weight: normal;">2 teaspoons paprika</span></li>
<li><span style="mso-bidi-font-weight: normal;">2 teaspoons onion salt </span><b style="mso-bidi-font-weight: normal;"> </b></li>
</ul>
<br />
<div class="MsoNormal">
Start the night before with the brine. <span style="mso-spacerun: yes;"> </span>First, wash the oranges and pat them dry.<span style="mso-spacerun: yes;"> </span>Then, if you have a <a href="http://www.amazon.com/Microplane-40020-Classic-Zester-Grater/dp/B00004S7V8/ref=sr_1_2?ie=UTF8&qid=1394477183&sr=8-2&keywords=microplane+zester">microplane</a>,
zest them.<span style="mso-spacerun: yes;"> </span>If you don’t have a
microplane, you’ll want to carefully cut the rind away from the orange peel,
taking as little of the pith (white part under the rind) as possible, and then
cut it into small pieces about an inch to a side.<span style="mso-spacerun: yes;"> </span>You won’t use the rest of the orange in this
recipe so just put them back in the fridge.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Now take all of the brine ingredients including the zest
you’ve collected and place it in a large pot.<span style="mso-spacerun: yes;">
</span>Just bring it to a boil and then remove it from the heat.<span style="mso-spacerun: yes;"> </span>Let it cool, you can add ice to it here to
speed up the process, but no more than two quarts of ice to avoid diluting it
too much.<span style="mso-spacerun: yes;"> </span>When it’s cold, submerge the
turkey legs in the liquid. If you can’t fit all the legs in the pot you used to
boil it, you can find turkey bags at the grocery story made just for this.<span style="mso-spacerun: yes;"> </span>Place the whole thing into the refrigerator
and keep it there for at least 6 hours and no more than 24.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The timing of the next step is going to again depend on the
size of the turkey legs you purchased.<span style="mso-spacerun: yes;">
</span>If you have smaller legs you’ll only need to start about an hour before
you’re ready to serve, with larger legs it’s going to be closer to two hours.<span style="mso-spacerun: yes;"> </span>I recommend starting a couple of hours before
serving time. If they are done early all you need to do is put them in the oven
at 300˚ for 10 minutes and they’ll be fine.</div>
<div class="MsoNormal">
Preheat your oven to 400˚.<span style="mso-spacerun: yes;">
</span>While it heats up whisk the dry rub ingredients together.<span style="mso-spacerun: yes;"> </span>Take out your turkey legs and rinse them
under cold water.<span style="mso-spacerun: yes;"> </span>Pat them dry with a
paper towel and place them onto a concave plate (this will make it easier to
apply the dry rub).<span style="mso-spacerun: yes;"> </span>Rub each of the legs
down thoroughly with the dry rub mixture, rubbing it under the skin at the top
of the leg where you can without tearing.<span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-spacerun: yes;"></span>Now transfer them to a baking sheet and pop them in the oven on a middle
rack for 20 minutes.<span style="mso-spacerun: yes;"> </span>While they are
still in the oven, reduce the heat to 325˚.<span style="mso-spacerun: yes;">
</span>With smaller legs you’ll want to keep them in for 15 – 25 minutes, with
the larger legs then this could take up to an hour and a half.<span style="mso-spacerun: yes;"> </span>The important thing here is that you want to
keep them in the oven until the internal temperature is 165˚.<span style="mso-spacerun: yes;"> </span>Test this by sticking your thermometer into
the thickest part of the meat about half way to the bone.<span style="mso-spacerun: yes;"> </span>I recommend that you check them every 15
minutes until they’re ready, but make sure you don’t leave the oven door open
while you check or you’ll lose heat.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Once the turkey legs are cooked through, they should be a
beautiful golden brown with a spice crust.<span style="mso-spacerun: yes;">
</span>Sorry that there are no pictures today, just didn’t think to get some
before I served.<span style="mso-spacerun: yes;"> </span>To add a little plating
flair and make them easier to eat you can wrap the bottom of the legs in
aluminum foil.<span style="mso-spacerun: yes;"> </span>This will have the added
benefit of reducing the number of grease stains on your player’s character
sheets.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Next week we’ll finish exploring the pieces of D&D 4<sup>th</sup>
Edition we were discussing last time and how they can work, even in more rules light
games like Numenara and Fate.<span style="mso-spacerun: yes;"> </span>Talk to
you then.</div>
Anonymoushttp://www.blogger.com/profile/01640201669441740579noreply@blogger.com0tag:blogger.com,1999:blog-1438099497687278111.post-31945797675816851942014-03-05T15:11:00.000-08:002014-03-16T04:30:20.699-07:00Like the Native Americans, you should use every piece of the game<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">Hacking D&D4e Part I </span></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<br /></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">In my years as a gamer and GM, it
seems that games I’ve been in almost always end up having house rules.
Most that I've seen are slapped together to solved a problem mid-game and ended
up sticking. If you're looking for how to solve a problem in your game
though, I would suggest you listen to the experts. Guys like <a href="http://www.montecook.com/">Monte Cook</a>, <a href="http://princeofcairo.livejournal.com/">Kenneth Hite</a> and <a href="http://robheinsoo.blogspot.com/">Rob Heinsoo</a> know game design inside and out and have playtesters to back them up.What I mean is,
if you find some hole in your game, patch it with a piece of a different
game. If there's a rule that improves your experience, bring it with you
and see where it fits in other games you play. Today I want to talk about
Dungeons and Dragons 4th Edition. I chose this first because I suspect
that most of you have played it, and whether you like it or not there are some
great pieces to work with.</span></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<br /></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">When looking at games I tend to see
them in component modules, each part of the game a separate system that can be
modified, moved or discarded as necessary. Here are a few of the more
interesting pieces that make up the current edition of D&D (although 5th
Edition is now just over the horizon).</span></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<br /></div>
<ul type="disc">
<li class="MsoNormal" style="line-height: normal; mso-list: l0 level1 lfo1; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto; tab-stops: list .5in;"><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">At-Will/Encounter/Daily Powers</span></li>
<li class="MsoNormal" style="line-height: normal; mso-list: l0 level1 lfo1; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto; tab-stops: list .5in;"><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">Strong Role Protection</span></li>
<li class="MsoNormal" style="line-height: normal; mso-list: l0 level1 lfo1; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto; tab-stops: list .5in;"><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">Skill Challenges</span></li>
</ul>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">Obviously the game is made up of
more components than this. Some, like the Yes/No skill system don't move
between games well. Others, such as Action Points or Feats are already
used to one extent or another in games you'll come across. However, these
three components can find a place in pretty much any game you play. This week let's talk about the At-Will/Encounter/Daily Power, or timer based powers, and we'll cover the other two next week.</span></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<br /></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">The timer based powers in D&D
often draw a lot of hate from the game's detractors. Their argument is that
that it makes the game feel like World of Warcraft or similar games. I'm not interested in addressing
that argument and would prefer to point out the places where it can be a
benefit instead. The first is that this system allows for an additional
balancing mechanic when creating abilities. You can safely make a Daily
Power several times more powerful than an At-Will without worrying about it
unbalancing your game. Second, it promotes variety on the encounter level
by ensuring that no one spends the whole fight only saying “I attack"
until it's done. Lastly, it adds a tactical element of resource
management, forcing the players to consider if they should use their big guns right
away, or hold them until a more challenging fight.</span></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<br /></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">There are, of course, drawbacks. <span style="mso-spacerun: yes;"> </span>Players thinking tactically may not be
thinking narratively and it is more details to keep track of which can get cumbersome. That being said, if you're looking to play a game where
the fights play out more like action movies, then this type of set up will help
you on your way.</span></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<br /></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">This ability is one of the tougher
ones to move to other games, because doing so always requires building new
rules around it, specifically creating powers that take advantage of its
opportunities. An example of this is Pathfinder, currently the best
selling RPG in the US. In Pathfinder this structure works best when
slotted into the Feats system. By designating a feat as Encounter
or Daily you can improve their power substantially while maintaining game
balance. Another option would be to apply it to existing feats thereby
reducing their level and prerequisite requirements (the Whirlwind Attack feat,
for example- see below). There are a lot of requirements to the Feat. Some
of them may not make sense to every character, so you can use the timed powers
system to balance it instead. </span><br />
<br />
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">Here is the original Whirlwind Attack feat.</span><br />
<br />
<div style="text-align: center;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"><i><b>Whirlwind Attack (Combat</b></i></span></div>
<div style="text-align: center;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"><i>You can strike out at every for within reach.</i></span></div>
<div style="text-align: center;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"><i><b>Prerequisites: </b>Dex 13+, Int 13+, Combat Expertise, Dodge, Mobility, Spring Attack, Base attack bonus +4</i></span></div>
<div style="text-align: center;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"><i><b>Benefits: </b></i></span><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"><i><span style="font-size: small;">When you use the full-attack action, you can give up your regular
attacks and instead make one melee attack at your highest base attack
bonus against each opponent within reach. You must make a separate
attack roll against each opponent.</span></i></span></div>
<div style="text-align: center;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"><i><span style="font-size: small;"> </span><b>
</b></i></span></div>
<div style="text-align: center;">
<i><span style="font-size: small;">When you use the
Whirlwind Attack feat, you also forfeit any bonus or extra attacks
granted by other feats, spells, or abilities.</span></i></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: left;">
<span style="font-size: small;">With attribute, bab and feat requirements this is one of the more difficult feats to take in the game, and its prerequisites point to a specific fighting style. Someone who takes this feat is a mobile, agile fighter focused on defense and who fights with wit rather than brawn. It seems to me though, that the barbarian spinning with his axe would fit well with the effects of this feat.</span><i><span style="font-size: small;"> </span></i><span style="font-size: small;">By putting the balance onto timing you can allow it to be a character's central tactic at the out set. Here is my proposed alternate version.</span><i><span style="font-size: small;"><br /></span></i></div>
<div style="text-align: center;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"><i><b> </b></i> </span></div>
</div>
<div align="center" class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto; text-align: center;">
<b><i><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">Whirlwind
Attack (Combat)</span></i></b><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"></span></div>
<div align="center" class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto; text-align: center;">
<i><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">You
can strike out at every foe within reach.</span></i><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"></span></div>
<div align="center" class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto; text-align: center;">
<i><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"> <b>Prerequisites:
</b>Base attack bonus +1</span></i><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"></span></div>
<div align="center" class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto; text-align: center;">
<b><i><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">Benefits:</span></i></b><i><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"> Once a day, when you use the full-attack action, you can
give up your regular attacks and instead make one melee attack at your highest
base attack bonus against each opponent within reach. You must make a
separate attack roll against each opponent. These attacks cannot receive
bonuses from other feats, spells or abilities and you may not take any additional attacks grated by feats, spells or special abilities this round.</span></i></div>
<div align="center" class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto; text-align: center;">
<b><i><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">Special:</span></i></b><i><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"> You may take this feat multiple times, no more than once a
level. If you take this feat twice, you may use it once per
Encounter. If you take this feat three times you may use it at-will.</span></i><span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"></span></div>
<div align="center" class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto; text-align: center;">
<br /></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">This version of the feat allows a
fighter, or similar class, to use Whirlwind attack straight from the beginning
of the game. This gives them full access to the feat one level sooner than they
would have otherwise, but it also denies them the benefits of two of their
feats.<span style="mso-spacerun: yes;"> </span>In this way it balances itself
out. This design also has a narrative advantage, allowing warriors who
aren't interested in defensive fighting styles (like the classic raging
barbarian) access at a cost.</span></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<br /></div>
<div class="MsoNormal" style="line-height: normal; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto;">
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">This will continue two weeks from
now when we'll go over how to use D&D4e's rules for role protection and
skill challenges in other games.<span style="mso-spacerun: yes;"> </span>Next
week though I’ll share with you my experience running a Shadowrun game set at a
medieval themed restaurant and my recipe for delicious if anachronistic turkey
legs.</span></div>
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<![endif]--><br />Anonymoushttp://www.blogger.com/profile/01640201669441740579noreply@blogger.com0tag:blogger.com,1999:blog-1438099497687278111.post-39850861745661589922014-02-28T14:08:00.004-08:002014-03-02T17:04:20.912-08:00GMing, like cooking, is all about preparedness<!--[if gte mso 9]><xml>
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<span style="color: black; font-family: "Segoe UI","sans-serif"; font-size: 10.5pt; mso-fareast-font-family: "Times New Roman";">I wanted to take some
time today to talk a little about how cooking and gaming relate to each other
so you're getting an extra post this week. One of the things that really
got me thinking about starting a blog is noticing the little areas in life
where the skills of being a GM and a player relate to the skill of cooking and
vise versa. Some gaming traits have proven useful as I learn to cook, but
there is one big way cooking has helped my gaming. That is the fun little
French term 'mise en place'. </span></div>
<div class="MsoNormal" style="background: white; line-height: normal; margin-bottom: 16.2pt;">
<span style="color: black; font-family: "Segoe UI","sans-serif"; font-size: 10.5pt; mso-fareast-font-family: "Times New Roman";">Mise en place literally
means 'putting in place' and it is a term that you've probably heard if you
watch cooking shows or read books on the subject. It's the practice of
doing as much preparation as you can, before you start cooking. This ensures
that once things get started they run smoothly. It's also a fun phrase to
pull out if you want to sound like you know what you're doing (note: it's
pronounced me zahn ploss). </span></div>
<div class="MsoNormal" style="background: white; line-height: normal; margin-bottom: 16.2pt;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7roFCDY4LrjTkuJJCDWwwSiugtFppwn0rtph0t9Ze4K2wyxDFeFg8iMe817ZXQUa_fYAoLFQIwyBn3wFTs8ODYCmsQKoDuO0OhX4kaw7b3eR_MWSX1HPeUlTZjr_p7CensJm9DiuLqO9Y/s1600/IMG_0109.JPG" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7roFCDY4LrjTkuJJCDWwwSiugtFppwn0rtph0t9Ze4K2wyxDFeFg8iMe817ZXQUa_fYAoLFQIwyBn3wFTs8ODYCmsQKoDuO0OhX4kaw7b3eR_MWSX1HPeUlTZjr_p7CensJm9DiuLqO9Y/s1600/IMG_0109.JPG" height="249" width="320"></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Don't start cooking when things still look like this.</td></tr>
</tbody></table>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijsnzjI59uztlbwTEtWXTP01GGw75upeZFyPFQpHC4OCz8FM5vn28V5CjgetVQDI5Uo5tr7h9LcabXliahKZdZ0Vjf08r04q9NTe2Rb01YGaWa5khcSVmUgrlVoQP-6YIIXNe1ItZmlXsa/s1600/IMG_0114.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijsnzjI59uztlbwTEtWXTP01GGw75upeZFyPFQpHC4OCz8FM5vn28V5CjgetVQDI5Uo5tr7h9LcabXliahKZdZ0Vjf08r04q9NTe2Rb01YGaWa5khcSVmUgrlVoQP-6YIIXNe1ItZmlXsa/s1600/IMG_0114.JPG" height="305" width="320"></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Ahh, much better.</td></tr>
</tbody></table>
<span style="color: black; font-family: "Segoe UI","sans-serif"; font-size: 10.5pt; mso-fareast-font-family: "Times New Roman";">This practice of
preparation makes a world of difference for me when I cook. I'm not a
great improvisational cook (someone who can throw a dash of this and a handful
of that and end up with something amazing). If I start to get behind,
don't chop something quick enough or forget to shred some cheese, I start to
get panicked and the whole thing goes downhill from there. But if I have
a chance to set up my kitchen beforehand, I can make some delicious meals while
blithely chatting with my wife and our guests. I can't stress this enough:
if you don't think that you're a good cook, find a recipe and just follow these
steps. You'll feel like a pro. </span></div>
<ol start="1" style="margin-top: 0in;" type="1">
<li class="MsoNormal" style="background: white; color: black; line-height: normal; margin-bottom: 2.25pt; mso-list: l0 level1 lfo1; tab-stops: list .5in;"><span style="font-family: "Segoe UI","sans-serif"; font-size: 10.5pt; mso-fareast-font-family: "Times New Roman";">Read the whole recipe before you start</span></li>
<li class="MsoNormal" style="background: white; color: black; line-height: normal; margin-bottom: 2.25pt; mso-list: l0 level1 lfo1; tab-stops: list .5in;"><span style="font-family: "Segoe UI","sans-serif"; font-size: 10.5pt; mso-fareast-font-family: "Times New Roman";">Chop up everything that needs to be chopped</span></li>
<li class="MsoNormal" style="background: white; color: black; line-height: normal; margin-bottom: 2.25pt; mso-list: l0 level1 lfo1; tab-stops: list .5in;"><span style="font-family: "Segoe UI","sans-serif"; font-size: 10.5pt; mso-fareast-font-family: "Times New Roman";">Measure out every spice, oil and ingredient you need</span></li>
<li class="MsoNormal" style="background: white; color: black; line-height: normal; margin-bottom: 2.25pt; mso-list: l0 level1 lfo1; tab-stops: list .5in;"><span style="font-family: "Segoe UI","sans-serif"; font-size: 10.5pt; mso-fareast-font-family: "Times New Roman";">Lay out everything in the order that it's used before
you start</span></li>
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<span style="color: black; font-family: "Segoe UI","sans-serif"; font-size: 10.5pt; mso-fareast-font-family: "Times New Roman";">If you stay calm and
move through the steps, you will successful. Here's my setup for the
Turkey 'Chili'.</span></div>
<div class="MsoNormal" style="background: white; line-height: normal; margin-bottom: 16.2pt;">
<span style="color: black; font-family: "Segoe UI","sans-serif"; font-size: 10.5pt; mso-fareast-font-family: "Times New Roman";">Since you're clever, you've
probably already figured out how this relates to GMing. Running a good
game is about 70% preparation. As I said in the game prep entry a couple
of weeks ago you want to have as much as you can laid out before you ever sit
at the table. This will help limit your need to invent things on the fly,
and drastically reduce panic at the table. If you already run games this
way, you can now use these skills in your cooking. </span></div>
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<span style="color: black; font-family: "Segoe UI","sans-serif"; font-size: 10.5pt; mso-fareast-font-family: "Times New Roman";">If you don't, the next time you run a game try
to identify the places where your table falls apart. When you lose
control of the players and things go off the rails you'll find that it is
usually caused by some small failure of preparation. The players lost
interest while you were looking up a monster, figuring out an NPC name, or
trying to remember what a cubicle farm looks like while they are getting ready
to raid an office. Write down what you learn from these situations and
look over your notes a couple of hours before your next game. You soon find
things running much more smoothly.</span></div>
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<![endif]-->Anonymoushttp://www.blogger.com/profile/01640201669441740579noreply@blogger.com0tag:blogger.com,1999:blog-1438099497687278111.post-8354656708899420512014-02-24T13:04:00.001-08:002014-03-01T12:53:34.893-08:00Cocoa Coffee Turkey Chili <div>
<b>Turkey "Chili"</b></div>
<br />
As we talked about last week, having your food plans laid
out before gathering is invaluable for a game that occurs around a mealtime.<span style="mso-spacerun: yes;"> </span>It prevents the meal from stopping your
momentum and keeps everyone engaged at the table.<span style="mso-spacerun: yes;"> </span>Generally I try to make food that is relevant
to the game that I’m running like something that would be served to the characters. Sometimes, though, you just need something that
is filling, delicious and doesn’t take too much <span style="mso-spacerun: yes;"> </span>time to prepare on game day.<span style="mso-spacerun: yes;"> </span>For such a situation my go-to is soups and
chilies, since most of the time you can prepare them the night before and just
heat them up when people are ready to eat.<span style="mso-spacerun: yes;"> </span><br />
<div class="MsoNormal">
<br /></div>
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One of my favorite chili recipes originally came to me from <a href="http://www.turntablekitchen.com/">Turntable Kitchen</a>, a great blog
about food and music.<span style="mso-spacerun: yes;"> </span>This is a modified
version that I make for my family at least once a month that always turns out
great. We don't really love chili peppers so we replaced them and made some other small changes.</div>
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<br /></div>
<div class="MsoNormal">
1 Tablespoon Olive Oil</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
1 Large (softball sized) Red Onion, rough chopped*</div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgh1Qzr-xW8HMn1Es_ZCjylla6RamotHTz2WL7QZ93GASJWX7ui_HaqRsUU1UNxOS7h9URJdnkvMToKC0omM75WYxn7UTTJfky1X0ofL0w74VPuCVTFLq-b9iRdk7NhQuip9QmSI2E81PZ1/s1600/IMG_0123.JPG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgh1Qzr-xW8HMn1Es_ZCjylla6RamotHTz2WL7QZ93GASJWX7ui_HaqRsUU1UNxOS7h9URJdnkvMToKC0omM75WYxn7UTTJfky1X0ofL0w74VPuCVTFLq-b9iRdk7NhQuip9QmSI2E81PZ1/s1600/IMG_0123.JPG" height="213" width="320" /></a>1 Large Yellow Onion, rough chopped*</div>
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4 Cloves of Garlic (approximately the size of a segment of
your pinky finger), minced</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
2lbs Lean Ground Turkey</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
2 28oz Cans of Diced Tomatoes</div>
<div class="MsoNormal">
2 15oz Cans of Black Beans (drained)</div>
<div class="MsoNormal">
1 Teaspoon Chipotle Chili Powder</div>
<div class="MsoNormal">
1 Tablespoon Ground Cumin</div>
<div class="MsoNormal">
1 Tablespoon Sugar</div>
<div class="MsoNormal">
2 Tablespoons Cocoa Powder</div>
<div class="MsoNormal">
1 Cinnamon Stick</div>
<div class="MsoNormal">
1 Cup Dark Coffee, fresh brewed</div>
<div class="MsoNormal">
Optional: 1 Tablespoon Epazote.<span style="mso-spacerun: yes;"> </span>This will help to enhance the flavors of the
black beans, but can be hard to get your hands on if you don’t have a Mexican
market nearby, I generally omit it.</div>
<div class="MsoNormal">
*when I say rough chopped I mean the pieces should be
between ¼ and ½ inch to a side, or about the size of the face of a 4 sided die</div>
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<br /></div>
<div class="MsoNormal">
First heat your oil and cinnamon on medium high in a Dutch
oven or large pot, to check to see if the oil is hot enough flick a little
water from your fingertips in there and if it starts popping you’re good to go.<span style="mso-spacerun: yes;"> </span>Throw in the Red and Yellow Onion and the
Garlic and cook, stirring frequently, until the Yellow Onion is
translucent.<span style="mso-spacerun: yes;"> </span>This should take about 7 to
10 minutes.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Next add the turkey, breaking it up in the pot with a wooden
spoon and stirring frequently until the turkey is browned.<span style="mso-spacerun: yes;"> </span>How long this takes will depend largely on
how good you are about keeping the pink turkey in contact with the bottom of
the pot, but be patient.<span style="mso-spacerun: yes;"> </span>This is a stage
you don’t want to rush, but shouldn’t take more than 10 minutes or so.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Once the turkey is browned pour all of the other ingredients
into the pot.<span style="mso-spacerun: yes;"> </span>Give it a few good stirs
to get everything mixed and then turn the heat to high.<span style="mso-spacerun: yes;"> </span>Keep it on high, stirring it every minute or
so until you get a light boil. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Reduce the heat to low and allow the chili to simmer,
uncovered, for about a half hour.<span style="mso-spacerun: yes;"> </span>You’ll
want to look in on it a few times during this period just so you can scrape any
residue on the side of your pot back down.<span style="mso-spacerun: yes;">
</span>If you want to make the chili spicier you’ll want to taste it now and
add more chipotle powder as needed.<span style="mso-spacerun: yes;">
</span>Either way, you’ll want to keep it going for another half hour and then
you’ve got yourself a delicious pot of chili.<span style="mso-spacerun: yes;">
</span>Dependent on appetites this recipe should feed 5 – 10 people.<span style="mso-spacerun: yes;"> </span>I’m still playing around with this recipe,
and I’m going to try some vegetarian variants. If I have any success with those
I’ll let you know.</div>
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<br /></div>
<div class="MsoNormal">
Later this week I’ll share a recipe for a simple corn bread
that you can serve with this, and some thoughts on how the skills of cooking
and game mastering overlap.<span style="mso-spacerun: yes;"> </span>See you
then.</div>
Anonymoushttp://www.blogger.com/profile/01640201669441740579noreply@blogger.com0tag:blogger.com,1999:blog-1438099497687278111.post-7645657552935715372014-02-17T02:40:00.000-08:002014-02-28T05:24:47.459-08:00The Game away for the Table Here in my first content post we're going to discus something pretty basic, what to do before you sit down at the gaming table. I hate homework and I've learned some tricks to avoid it. I'm going to tackle this in three stages, the first being...<br />
<br />
<span style="font-size: small;"><b>How to Prepare if your Hosting</b></span><br />
<br />
<span style="font-size: small;">This is an a subject most of these prep advice columns overlook but it's important to having a good time at the table. Hosting an RPG group like hosting a party, and you have some responsibilities</span><br />
<br />
<span style="font-size: small;">First is that you have to prepare the environment. You want seating for everyone arraigned so that they can see the GM without turning and sufficient light to read. You'll want a hard writing surface for every player (if you're not at a table gaming books are a good substitute) and a central space the GM can use to display maps or props. It's also a good idea to buy a pack of mechanical pencils or the like. </span><br />
<span style="font-size: small;"><br /></span>
<span style="font-size: small;">Second, as the host, you have also been drafted into making refreshment decisions. This will depend a lot on your groups expectations. If the game overlaps a meal time you should be prepared to serve that meal to your friends, or organize with them some other plan before they arrive. Figuring out where to eat mid session can kill hours of table time so make sure everyone is on the same page before your start.</span><br />
<span style="font-size: small;"><br /></span>
<span style="font-size: small;">Drinks also fall to you, and generally you won't be able to rely completely on outside sources. Make sure you have something that you can offer to everyone without worrying about it running out. Powdered drink mix, filtered water, and tea are all very cheap and easy and will prevent your guests from getting grumpy for lack of hydration. </span><br />
<span style="font-size: small;"><br /></span>
<span style="font-size: small;">Lastly you want to make sure your group knows when the game will have to leave. This will be important for planning rides, but also so your gaming group doesn't overstay it's welcome. Informing your players of when things have to wrap up before they arrive will prevent you from looking like a jerk while you try to herd them out.</span><br />
<span style="font-size: small;"><br /></span>
<span style="font-size: small;"><b>How to Prepare as a Player</b></span><br />
<br />
<span style="font-size: small;"><b> </b></span><br />
<span style="font-size: small;">If you're starting a new game your most important job as a player is to understand what kind of game you're going to be in. Ask your GM what sort of story they want to tell, and make sure your character makes sense as a protagonist in that story. Before the session try watching a movie or tv show or reading one book that your GM recommends and keep it in mind when sitting down for character creation. Too many games have died because someone made Sherlock Holmes when their GM was running Conan or The Incredible Hulk when The Dread Pirate Roberts would be more appropriate. </span><br />
<br />
<span style="font-size: small;">Another basic tenet of prep as a player is know the rules your character uses. Everyone will sometimes make mistakes, but you should know generally how the rules work for everything your character is likely to do. Games slam to a halt if one player has to look up a spell description or re-read the bull rush rules every time their turn comes around.</span><br />
<br />
<span style="font-size: small;"><b>How to Prepare as a GM</b></span><br />
<br />
<span style="font-size: small;">Hey GMs, I put you last because let's face it, you were going to read the whole thing anyway. My style is very improvisational, but even so some prep has to be done or the game will fly off the rails.</span><br />
<br />
<span style="font-size: small;">The first thing you'll want to do if you're starting a new game is decide what sort of game you want to run. Setting your players expectations can make a world of difference in running a good game. </span><br />
<br />
<span style="font-size: small;">If you are running an adventure written by someone else you'll want to read it cover to cover first. Don't take notes but do pay attention to what events have to happen early in the adventure for the end to make sense. As long as you have these hard points in mind you will be much better prepared to improvise around the details. Before a session re-read the next several steps of the adventure, past where you think you'll get, and note the page numbers of the monsters and maps you will need.</span><br />
<br />
<span style="font-size: small;">If you're writing your own story, or planning to improvise, your prep will be less but there's still some things that you'll need before you sit at the table. First you'll want to make sure you know the rules you're responsible for. Initiative, monster rules and the like should be clear in your mind. Allow the players to worry about specifics for their characters, you're responsibility is knowing all the rest. You'll also want to have bookmarked or otherwise available the stats for a few different likely enemies your players might fight or NPCs they might encounter, this includes names so you don't have to come up with them on the fly.</span><br />
<span style="font-size: small;"><br /></span>
<span style="font-size: small;">Lastly, whether improvising or running out of a book, you'll want to give yourself at least an hour or two before the game to get yourself into the right head space. For me this takes the form taking a quiet hour to think over all of my plans for the game and to try to come up with some clever one-liners or environments I can throw at the players if the opportunity arises. This time to yourself will help a great deal when it comes to keeping the game on point and keeping to the genre you are trying to emulate. </span><br />
<span style="font-size: small;"><br /></span>
<span style="font-size: small;">Now that we have the boring stuff out of the way, next week I'll tell you about my favorite Chili recipe and how gaming made me a better cook. </span><br />
<br />
<br />
<br />
<span style="font-size: small;"><br /></span>Anonymoushttp://www.blogger.com/profile/01640201669441740579noreply@blogger.com0tag:blogger.com,1999:blog-1438099497687278111.post-40794186934648004382014-01-13T01:09:00.001-08:002014-02-10T01:55:38.166-08:00Perform: Writing (Cha)<!--[if gte mso 9]><xml>
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<div class="MsoNormal">
Hi, allow me to introduce myself.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I'm a gamer, a blue collar worker, a husband, a geek, a
passable cook, and a lover of all things media. I'm the guy who organizes his
friends to see the newest blockbuster, dishes about the latest trashy reality
show at parties and actively recruits for the fandom of Firefly. I’m also
the guy who had to re-write this paragraph three times to remove all of the
self-deprecation. I’m a passionate person who wears that passion on his
sleeve.<span style="mso-spacerun: yes;"> </span>I have an aptitude for games, a
voracious appetite for trivia and I pride myself on being a good
conversationalist. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Should you stumble on this blog you can expect updates once
or twice a week (I have a lot of dead time on Sunday nights so I think I can
stay true to this) about topics ranging from RPG theory and design to cooking and
etiquette with as much insight as I can muster.<span style="mso-spacerun: yes;">
</span>I find that I write easier in the stream of consciousness style that you’ve
seen thus far, so I hope that it’s not too off-putting for you.<span style="mso-spacerun: yes;"> </span>I may sometimes share with you a short story,
every now and then a brainstorm for a game design and more than likely the
occasional haiku.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
My intention is to share with others my attempts to better
myself using the skills, habit, and compulsions I’ve learned from gaming, and
using the skills I’ve learned in life to improve my performance at the gaming
table.<span style="mso-spacerun: yes;"> </span>I’ll share with you the recipes I’ve
developed to feed my players when running games at home; my attempts to
incorporate props, apps, and other tools into my games; and my effort to use
the tools of gaming to lose weight, learn new skills, and be a better husband
to my wife.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I hope that you find my journey interesting, and invite you
to share yours with me.<span style="mso-spacerun: yes;"> </span>Next week we’ll
discuss prepping for an RPG session from the GM and player’s side of the table.</div>
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<![endif]--> Anonymoushttp://www.blogger.com/profile/01640201669441740579noreply@blogger.com0