Time. Time is always the issue. As you grow older, time becomes a very valuable resource. I end up setting myself aims such as "Once I have time, I will do xyz." Once the time comes for me to have "time", I cannot set my arse down and do whatever I wanted to do and squander the precious little time I have by watching the same youtube videos over and over again.
I accepted that, because I know me well enough now to understand that it is part of my recovery process. I need that "time", too. Time to sit and look blankly into space and not think about anything at all, while going through a routine that I have done millions of times before. It is just part of my rhythm.
It then feels all the better, when I actually achieve something with my time. In this case, I finished Act 4 of 5 acts of my roleplaying campaign. 57 sweet pages of a plot that I was worried would never see the light of day. I have no idea about the quality of the storyline or whether my players "will dig it", but it feels good having finished it.
There are many ideas floating around, but very rarely one comes to complete fruition, because people are not willing to put the time in. There we are again with time. Just too little to go around. Finishing something is just as valuable as starting it.
This 4th Act took me a damn long time. Why? In my mind, I already told the story. The fun process, the one where the story is made up, where the sheet is blank and you do not know what it will look like in the end has been over for more than a year now. The only thing I still need to do now is fill in the blanks with details. I hate that part. I hate drawing up maps of houses, I hate describing the interior of a room, I hate thinking up reasons why a particular guardsmen happens to be on a 30 minute rotation. It just does not interest me.
The reason why it does not interest me is, because the players tend to fill this space up with their ideas while playing. They may not always do this knowingly, but when a player says, he would like his character to do something in particular and I think it would be cool, I just let him, by conjuring up the necessary prop out of thin air. It makes the process interactive and fun and you spend some quality time with your old friends from school who you do not see often enough, because we're all going through the daily grind.
So as I said, I dislike the last part. I let it drag on. Then you lose track of where you were exactly and 4 months later, it is even harder to get back in, since I did not know where to start. Well, I finally did it. I wrote little letters that will tell the characters what they need to get. I wrote shitty little maps that I stole partially from video games (not that I will ever publish this stuff), hell I even wrote descriptions of rooms (oh god how I hate that part). It feels good. 57 pages of good. I am sure, I will notice some logic holes or things that I left out, but I will fill those as I go along. It is the easy part. Making things up wildly as I go along.
Now onto Act 5. The one that is not yet written... Apart from the Ending. I wrote the ending at the beginning so that I know where the characters should end up...
Here, I will talk about things that go through my head during the day. Call it a mental dump if you want. Reviewing the last posts it looks mostly like miscellaneous nonsense with a bit of programming and very little role-playing stuff mixed in. I mostly write here, to get a couple of my thoughts onto (virtual) paper and out of my head (and to remind myself of some programming related topics). Since you found your way to this blog, I hope you enjoy the read.
Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts
Sunday, 7 September 2014
Saturday, 14 December 2013
Circumstantial RPG Writer's Block
Anyone who follows this blog knows by now, that I am playing a The Dark Eye ("Das Schwarze Auge") Role-playing game with a group of friends. To round it all off, I happened to be the GM for the game.
When I started this, I had loads and loads of ideas for telling a story and helping the players to develop their characters and only the twelve higher gods, their countless demi-god children, Rastullah, The Nameless God, the demons of the lesser hells, the archdemons and some god-like giants know what else. Due to my recent long-term unemployment (that has finally come to an end) and my current surroundings, I seem to be unable to muster up the inspiration and enthusiasm to carry on writing on my campaign.
It pisses me off, in fact. I know what needs to be done. I have been doing it successfully for quite some time. It's just that when I sit down to do it, I seem to be unable to connect the dots and fill up the grey areas with life. This came to me so easily only a year ago. Now, whenever I try, I end up thinking about what needs to be done for the new job, insurances, my wifes impending PhD defense, making sure the car is alright etc. etc. you get the picture.
It is just not a good mindset for creating a story in a medieval fantasy setting with magic where the heroes of the story need to rescue an innocent elven child from a catatonic state with the help of a long lost divine artifact that they need to find by following the almost forgotten trail of four noble knights who hid it from the clutches of a mad demon-summoning empress a thousand years ago.
If someone knows a cure to this ailment, I bid them inform me of it. I tried all my previously working recipes. Listening to Power Metal and bard's music, reading fantasy books, hell even playing fantasy RPG videogames doesn't help.
Sunday, 8 December 2013
Baldur's Gate: Enhanced Edition
I know, as usual, I am late to the party, but I finally got round to playing Baldur's Gate I: Enhanced Edition. I was skeptical at first. I really was. Why on earth would I buy this game... again?!? Well, it is more than ten years old (1st release 1998, so that makes is now... 15 years at the time of writing). The video game landscape has changed "dramatically" since then. I got it cheap and thought I'd give it a try and I was really amazed by it.
Obviously they increased the resolution to modern standards... which made me aware how small all the maps were, but not only that. All those little annoying bits, that I annoyed me last time round, they ironed out. There is a quick save button! Also, they made a simple "copy Note" button, when reading a note in the game. That way you have them all, and you can easily discard the ones you found. "So" much easier and nicer. In the original, I always ended up using a chest that I knew I would always have access to and dump all the information scrolls into it.
I haven't encountered any of the new characters, but given it would appear that the new ones have a slant towards neutral/evil. Thus, I can finally play an evil party without too many constraints :) Currently, I am enjoying myself greatly and we'll see what else it brings. I heard rumours that now with BG II:EE having come out, they may be working on Planescape: Torment Enhanced Edition. The de facto best role-playing video game ever to be made.
Let's hope, they get that far. I will buy straight away. I just wonder if any new characters can live up to the old ones, which are just the most amazing creatures ever.
Obviously they increased the resolution to modern standards... which made me aware how small all the maps were, but not only that. All those little annoying bits, that I annoyed me last time round, they ironed out. There is a quick save button! Also, they made a simple "copy Note" button, when reading a note in the game. That way you have them all, and you can easily discard the ones you found. "So" much easier and nicer. In the original, I always ended up using a chest that I knew I would always have access to and dump all the information scrolls into it.
I haven't encountered any of the new characters, but given it would appear that the new ones have a slant towards neutral/evil. Thus, I can finally play an evil party without too many constraints :) Currently, I am enjoying myself greatly and we'll see what else it brings. I heard rumours that now with BG II:EE having come out, they may be working on Planescape: Torment Enhanced Edition. The de facto best role-playing video game ever to be made.
Let's hope, they get that far. I will buy straight away. I just wonder if any new characters can live up to the old ones, which are just the most amazing creatures ever.
Saturday, 19 October 2013
Using fear in a pen and paper role-playing game
Wow... it has really been almost 2 months since I last looked at this blog here. As usual the reasons were many, why this has not come to pass. Mostly lack of time and enthusiasm, but also lack of things to write about.
It is a Saturday morning. On Friday, my wife and I fell asleep in front of the TV at round about 8 o'clock in the evening and apart from a brief shuffle from couch to bed at around midnight, I slept all the way through until 7:00 am. 11 hours of sleep that speaks volumes, I needed it, but what to do with this much time now so early on a Saturday. Yep, writing an update in my blog seems like a fine idea.
I initially wanted to write about my experience reading and recording Terry Pratchett's Discworld novels, but that is not complete yet, so I will write a bit more about role-playing :) Last weekend, we had a role-playing session after a rather long hiatus (almost a year) and it was awesome!
We are currently in a demon infested area and it opened up some surprising avenues for me. The one I wanted to talk about here is fear. Yes, fear. In role-playing, I think there are two types of fear. The fear of the character, but also the fear of the player for their character.
The latter is an interesting phenomenon, it lets the player act quite unlike what the character would do. Thankfully, I, so far, have shown enough sense to not let the player get into such a situation, but I also know that the players are role players enough to accept the fate of their character if it may come to pass.
There were a couple of close calls, especially with our viking like player character. He plays him just as suicidal as you would expect and it needed some tempering, otherwise there would have been no reason for the character to logically stay with the group... or in fact, the rest of the group wanting to have him around. With the player (a really reasonable fellow who just had a specific idea of the character in mind) we shipped around this problem with some very near death experiences. He was shown that he can't kill everybody, when he got involved in the drug trade of a city without the knowledge of the other players. He was addicted to a weak stimulant, but didn't have the money. In the end the drug bosses made him do their dirty work and when he wanted out he was completely destroyed and left for dead. As a good measure, in case he survived, they made him addicted to one of their worst drugs. It was interesting to watch. The player knew one false move and he would have to make a new character so he was surprisingly tentative throughout the process. Usually playing him very boisterous, loud, arrogant and violent, the viking was suddenly rather more... tame, let's say.
Then he had to go through the drug addiction. That took an entire all-day session (several weeks in playtime). It got the other characters to kind of respect him again, I felt.
Then lastly, he was taken and tried for his crimes. He once diffused a frightened villager mob situation, by throwing an axe into the crowd and killing the baker. That sort of injustice can't stand. As a consequence, he was tried before the sun god (and god of justice) in his holiest of chapels. Everyone expected him to be executed (including the player himself), but strangely the god through his priest decided that instead of execution, he was to guard a fellow citizen for a very extended period of time (thus introducing a new character). This was the final step, that made the character a gods fearing man again and more in-sync with the rest of the group, without really completely overhauling the concept.
I write this as if I planned to do this, but it was more of a work in progress. I just reacted to things that happened.
What has this to do with fear? Well, the player really didn't want to stop playing his character, so he always took the way that let the viking live in the end leading to a gfantastic compromise and acceptance of the character in the group.
Now, in the last session, I was inadvertently able to play with the fear of the characters, not necessarily the fear of the players. If any of my players reading this, hopefully they don't lose all respect. It may have appeared as if I planned this, but the effect came about due to my forgetfulness and just going with the flow. But let's start from the beginning.
The heroes (yes in this game we are heroes) were looking for someone in a demon-infested forest. They find the person who broke a leg because a wild boar attacked his horse. The guy had a horse with him and I actually wrote down in my notes: "They find the horse shortly after grazing on a clearing." For good measure, I thought: "What the hell! Let's make this a bit more atmospheric." and I let the horse be found as a carcass entangled in vines that seemed to have choked it to death.
Of course, I chose that moment to let the wild boar with two of his friends attack the group of four players in a frenzy (Split the party up and all). The first two attacks by them were rather devastating to the characters endeavor to survive and as an afterthought I read out loud what the boars are like. I didn't mean to startle the players by saying that it was 250 kilos. In fact, I was as surprised as they were. I just concealed my surprise.
While the players were going through the motions of organising the rather complex fight system, I read through the scene again. Bear in mind, I wrote this more than 2 years ago and 3 rounds in I realized that those vines were supposed to actively hinder them. So I started to weave that information into the game. The look in the players faces was interesting. It went from "Oh this is a hard fight." to "What the...!!!" and then while still playing, the same happened again. Suddenly, the wizard who thought he was safe from the action got hit by a tree branch since I just read what I wrote 2 years ago. That is, I read: "The trees will at intermittent intervals attack a random player".
The effect on the fight was a constant build up of the situation from bad to worse. The players were quite busy with the fighting system, but it dawned on some of them that their characters should really be frightened now, because they are encountering something that they have never seen before and every time they think, it can't get any worse, it heaps on another shovel.
At the end of that fight, most of them were worse for wear and one had a near death experience. What happened next, was something that I had not planned but seemed like a good idea at the time. One player had a new character and we decided that the old one, a hunter/ranger type strong with a bow, would become possessed by the demonic arch enemy of the god of the hunt. I didn't know what to do with him at the time of doing it, but it occurred to me during the session that the characters won't rest until they knew what happened to him. So, I had to show him once more for them to realise that he is not a player character anymore.
So, I let him stand atop a hill, clearly to be seen and shoot an arrow at them and let him miss. All the characters knew his skill with a bow so they knew he wanted to miss. The arrow had a note saying: "The hunt begins...". Again, the players were strangely quiet taken in by the atmosphere but not scared for their character (strangely), but were realising what their characters are experiencing and tried to weave this into a reaction and they all came to the conclusion that this is effing scary.
Finally they had to camp in that forest for one night and that was the final point where I noticed that they all were quite interested in the situation so I did some face to face discussions with each player making him aware that this is an extraordinary situation for their character and what his reactions are. Not necessarily visible to the other characters, but also emotionally. I didn't bother with courage checks or the like as I thought it would take away from the situation if one of the warriors who had been in tense situations like these suddenly pisses his pants in fear due to a badly failed courage check.
All in all, I felt it was a cool experience all round creating some nice atmosphere for the players and letting them explore the less heroic side of their heroes. If any of my players read this, I would be interested how they felt this whole ordeal went along.
It is a Saturday morning. On Friday, my wife and I fell asleep in front of the TV at round about 8 o'clock in the evening and apart from a brief shuffle from couch to bed at around midnight, I slept all the way through until 7:00 am. 11 hours of sleep that speaks volumes, I needed it, but what to do with this much time now so early on a Saturday. Yep, writing an update in my blog seems like a fine idea.
I initially wanted to write about my experience reading and recording Terry Pratchett's Discworld novels, but that is not complete yet, so I will write a bit more about role-playing :) Last weekend, we had a role-playing session after a rather long hiatus (almost a year) and it was awesome!
We are currently in a demon infested area and it opened up some surprising avenues for me. The one I wanted to talk about here is fear. Yes, fear. In role-playing, I think there are two types of fear. The fear of the character, but also the fear of the player for their character.
The latter is an interesting phenomenon, it lets the player act quite unlike what the character would do. Thankfully, I, so far, have shown enough sense to not let the player get into such a situation, but I also know that the players are role players enough to accept the fate of their character if it may come to pass.
There were a couple of close calls, especially with our viking like player character. He plays him just as suicidal as you would expect and it needed some tempering, otherwise there would have been no reason for the character to logically stay with the group... or in fact, the rest of the group wanting to have him around. With the player (a really reasonable fellow who just had a specific idea of the character in mind) we shipped around this problem with some very near death experiences. He was shown that he can't kill everybody, when he got involved in the drug trade of a city without the knowledge of the other players. He was addicted to a weak stimulant, but didn't have the money. In the end the drug bosses made him do their dirty work and when he wanted out he was completely destroyed and left for dead. As a good measure, in case he survived, they made him addicted to one of their worst drugs. It was interesting to watch. The player knew one false move and he would have to make a new character so he was surprisingly tentative throughout the process. Usually playing him very boisterous, loud, arrogant and violent, the viking was suddenly rather more... tame, let's say.
Then he had to go through the drug addiction. That took an entire all-day session (several weeks in playtime). It got the other characters to kind of respect him again, I felt.
Then lastly, he was taken and tried for his crimes. He once diffused a frightened villager mob situation, by throwing an axe into the crowd and killing the baker. That sort of injustice can't stand. As a consequence, he was tried before the sun god (and god of justice) in his holiest of chapels. Everyone expected him to be executed (including the player himself), but strangely the god through his priest decided that instead of execution, he was to guard a fellow citizen for a very extended period of time (thus introducing a new character). This was the final step, that made the character a gods fearing man again and more in-sync with the rest of the group, without really completely overhauling the concept.
I write this as if I planned to do this, but it was more of a work in progress. I just reacted to things that happened.
What has this to do with fear? Well, the player really didn't want to stop playing his character, so he always took the way that let the viking live in the end leading to a gfantastic compromise and acceptance of the character in the group.
Now, in the last session, I was inadvertently able to play with the fear of the characters, not necessarily the fear of the players. If any of my players reading this, hopefully they don't lose all respect. It may have appeared as if I planned this, but the effect came about due to my forgetfulness and just going with the flow. But let's start from the beginning.
The heroes (yes in this game we are heroes) were looking for someone in a demon-infested forest. They find the person who broke a leg because a wild boar attacked his horse. The guy had a horse with him and I actually wrote down in my notes: "They find the horse shortly after grazing on a clearing." For good measure, I thought: "What the hell! Let's make this a bit more atmospheric." and I let the horse be found as a carcass entangled in vines that seemed to have choked it to death.
Of course, I chose that moment to let the wild boar with two of his friends attack the group of four players in a frenzy (Split the party up and all). The first two attacks by them were rather devastating to the characters endeavor to survive and as an afterthought I read out loud what the boars are like. I didn't mean to startle the players by saying that it was 250 kilos. In fact, I was as surprised as they were. I just concealed my surprise.
While the players were going through the motions of organising the rather complex fight system, I read through the scene again. Bear in mind, I wrote this more than 2 years ago and 3 rounds in I realized that those vines were supposed to actively hinder them. So I started to weave that information into the game. The look in the players faces was interesting. It went from "Oh this is a hard fight." to "What the...!!!" and then while still playing, the same happened again. Suddenly, the wizard who thought he was safe from the action got hit by a tree branch since I just read what I wrote 2 years ago. That is, I read: "The trees will at intermittent intervals attack a random player".
The effect on the fight was a constant build up of the situation from bad to worse. The players were quite busy with the fighting system, but it dawned on some of them that their characters should really be frightened now, because they are encountering something that they have never seen before and every time they think, it can't get any worse, it heaps on another shovel.
At the end of that fight, most of them were worse for wear and one had a near death experience. What happened next, was something that I had not planned but seemed like a good idea at the time. One player had a new character and we decided that the old one, a hunter/ranger type strong with a bow, would become possessed by the demonic arch enemy of the god of the hunt. I didn't know what to do with him at the time of doing it, but it occurred to me during the session that the characters won't rest until they knew what happened to him. So, I had to show him once more for them to realise that he is not a player character anymore.
So, I let him stand atop a hill, clearly to be seen and shoot an arrow at them and let him miss. All the characters knew his skill with a bow so they knew he wanted to miss. The arrow had a note saying: "The hunt begins...". Again, the players were strangely quiet taken in by the atmosphere but not scared for their character (strangely), but were realising what their characters are experiencing and tried to weave this into a reaction and they all came to the conclusion that this is effing scary.
Finally they had to camp in that forest for one night and that was the final point where I noticed that they all were quite interested in the situation so I did some face to face discussions with each player making him aware that this is an extraordinary situation for their character and what his reactions are. Not necessarily visible to the other characters, but also emotionally. I didn't bother with courage checks or the like as I thought it would take away from the situation if one of the warriors who had been in tense situations like these suddenly pisses his pants in fear due to a badly failed courage check.
All in all, I felt it was a cool experience all round creating some nice atmosphere for the players and letting them explore the less heroic side of their heroes. If any of my players read this, I would be interested how they felt this whole ordeal went along.
Saturday, 13 July 2013
RPG Video Games as a couple activity (Final Fantasy XII)
I am currently doing something, I would have never thought I would enjoy. Watching "someone else" play a video game.
First off, you may have noticed, I love video games. Now I have less time to play them but nonetheless, I love playing them. Especially role-playing games of all kinds... but it's usually me who does the video gaming.
I am currently watching my wife play Final Fantasy XII... and it's a lot of fun. I would have never thought it. It became an activity together. I always wanted to make her understand why I like playing PlayStation or PC games, so I suggested that she played a game I don't know yet and I'd watch. I never thought she'd go for it and here we are 5 hours into the game in the Nalbina Dungeons with Vaan, Balthier and Fran.
I am mostly amazed by the fact that she has problems that I never even considered problems. Orientation and the use of the various kinds of maps is one such category. She can wander aimlessly in certain areas for hours not finding the target of her troubles. Killing the Rogue Tomato was an undertaking that had me in stitches, because the thing always run away and when she followed, she got lost :D
All in all it's a hilarious activity with me having an advisory position on my wife's "Final Fantasy staff".
Let's hope, we'll manage to beat the game before a more, long-lasting fun activity tickles our fancy...
Saturday, 31 March 2012
DSA: Frauen in Aventurien
Als ich heute meiner Frau von der regeltechnischen Gleichberechtigung der Frau in Aventurien erzählte, sind mir urplötzlich ein paar recht eigenartige Gedanken gekommen, die ich gerne mit jemanden teilen wollte.
Ich ging immer der Annahme nach, dass die Autoren des Schwarzen Auges der Einfachheit halber keinen expliziten Unterschied von Mann und Frau in den Eigenschaften gemacht haben (Mann KK und KO +1 und für die Frauen? Schwierig, schwierig und regeltechnisch unfair).
Daraus hat sich aber so ein wenig auch entwickelt, dass Frauen in den meisten Kulturen (Orks mal ausgenommen) gleichgestellt sind. Bei Thorwalern prügeln sich Mann und Weib immer um zu entscheiden, wer auf Kaperfahrt darf und wer bei den Kindern bleibt. Ich finde diese Ideen hervorragend und als ich von den Ferdoker Lanzerinnen in diesem einen DSA Schundroman gelesen habe (wie hieß der noch... Der Scharlatan?) fand ich das alles noch viel toller. Jedoch...
Von einem biologischen Standpunkt aus, heißt das dann, dass der Hormonhaushalt einer Frau im Grunde genommen gleich ist, wie der eines Mannes? Da dies ja eine Fantasiewelt ist und die Rasse Mensch an die unsere angelehnt ist, kann man "meistens" davon ausgehen, dass es sich gleich verhält. Der Magen wird also wohl eher nicht in der Achillesferse zu finden sein und das Hirn mit hoher Wahrscheinlichkeit nicht am linken Ellbogen.
Man darf aber nicht die Fakten des Spieles außer Acht lassen. Frauen sind genauso stark wie Männer. In der echten Welt, sind Männer auf Grund des Hormonunterschiedes generell kräftiger gebaut und ihre Muskeln wachsen schneller als bei Frauen. Dies ist ja offensichtlich nicht der Fall.
Kann man jetzt davon ausgehen, dass Frauen bis auf ihre Brüste genauso leicht Muskeln und Definition aufbauen können wie Männer? Somit auch eindeutig männlichere Gesichtszüge haben? Will heißen prominenter Gesichtsknochen, weil dickere Knochen etc. Evtl. wechselt ihr Hormonhaushalt erst zu der einer typischen Frau, sobald sie schwanger sind.
Ich finde diese Frage sehr lustig, weil sie irgendwie mein Weltbild zerstört. Denn ein höherer Testosteronspiegel heißt auch mehr Aggression. Somit besteht die aventurische Welt nur aus Mannweibern, die sich genauso zünftig prügeln wie jeder daher gelaufene Alrik (unter der Annahme, dass "nur" das Verhältnis der Hormone anders ist). Die Situation in der ein verweichlichtes Männchen eine kräftige Frau darum bittet seinen Koffer zu tragen und diese galant und Gentlewoman-like darum kümmert in der Hoffnung auf ein bisschen Geschlechtsverkehr ist dann auch nicht so abwegig.
Oder eine Gruppe von Weibern, die nach einer Sauftour soweit jenseits von gut und böse sind und nur noch einen flach legen wollen. Ich bin mir nur nicht sicher, auf was sie da starren. Männer starren im volltrunkenen Zustand bekanntlich nur auf die Brüste. Große Titten. Check. Dünner als ich. Check. Wenn du sie küssen willst, rennt sie nicht weg. Check. You got yourself a one-night-stand. Bei Männern nenne ich es gern den Spermablick. Der Blick, der dir sagt, dass außer grundlegenden motorischen Funktionen da oben im Stübchen nichts mehr vor sich geht.
Im Generellen könnte man wirklich jede klassische Situation mit den bekannten Geschlechterrollen vertauschen und somit komplett ins Lächerliche ziehen. Ich könnte diesen Gedankengang solange weiter spinnen, bis ich zu einem Punkt komme, an dem die Welt an sich nicht mehr existieren kann (Wenn alle nur geil auf Prügeln sind, wer kümmert sich dann mit Zuneigung, um die Kinder?).
Was so eine kleine Entscheidung am Anfang für tolle Stilblüten nach sich ziehen kann :-D .
Sunday, 29 January 2012
Helden auf kluge Weise verstärken
Wir hatten eine etwas längere Pause in meiner Rollenspielgruppe in der ich mir Gedanken gemacht habe über mögliche Verbesserung der Helden durch Gegenstände. Es ist ein relativ sensitives Thema in jeder Gruppe. In manchen mehr als in anderen, aber wenn man dem einen Helden einen tollen Gegenstand gibt, dann wollen die anderen Helden natürlich auch einen. Sie mögen es vielleicht nicht zugeben, aber jeder Spieler will einen tollen Charakter haben, der alles viel besser kann als die anderen... und wenn da nun ein anderer Held etwas tolles hat, sieht man sich natürlich seinem Ziel um einiges weiter entfernt als man denkt.
Aus diesem Grund bin ich wirklich am Überlegen, was man da machen kann. Nicht jeder Held kann etwas mit einer tollen magischen Waffe anfangen, denn nicht jeder Held ist ein Kämpfer. Was ist mit den Dieben, Magiern und Geweihten... Naja ok, Magier und Geweihte sind einfach, aber die Charaktere mit den eher sozialen Fähigkeiten sind wirklich nicht besonders einfach zu beschenken. Dadurch das Aventurien noch obendrein ein low-magic setting ist, wird der Sachverhalt keinesfalls einfacher. In Dungeons & Dragons war die Sache immer sehr einfach. Da gibt es sogar ein Buch mit Richtlinien. Ab Level X eine Waffe+Y, ab Level Z eine Waffe+A usw. usw.
DSA funktioniert einfach nicht so. Ich habe das Gefühl, dass ich als Spielleiter viel mehr gedankliche Vorbereitung hineinstecken muss und mir partout immer tolle Sachen ausdenken muss, die in stimmig in die Welt passen und dann auch noch irgendeinen Nutzen haben ohne jetzt unbedingt magisch zu sein. Auf die Dauer kann recht anstrengend sein. Hesinde sei Dank sind mir während des Schreibens ein paar Ideen gekommen, welches derische Hügelzwergenwerk ich in die Hände der Helden fallen lassen kann. Da jedoch die Gefahr besteht, dass einige meiner Spieler diesen Blog lesen, werde ich mal nichts weiteres verraten.
Aus diesem Grund bin ich wirklich am Überlegen, was man da machen kann. Nicht jeder Held kann etwas mit einer tollen magischen Waffe anfangen, denn nicht jeder Held ist ein Kämpfer. Was ist mit den Dieben, Magiern und Geweihten... Naja ok, Magier und Geweihte sind einfach, aber die Charaktere mit den eher sozialen Fähigkeiten sind wirklich nicht besonders einfach zu beschenken. Dadurch das Aventurien noch obendrein ein low-magic setting ist, wird der Sachverhalt keinesfalls einfacher. In Dungeons & Dragons war die Sache immer sehr einfach. Da gibt es sogar ein Buch mit Richtlinien. Ab Level X eine Waffe+Y, ab Level Z eine Waffe+A usw. usw.
DSA funktioniert einfach nicht so. Ich habe das Gefühl, dass ich als Spielleiter viel mehr gedankliche Vorbereitung hineinstecken muss und mir partout immer tolle Sachen ausdenken muss, die in stimmig in die Welt passen und dann auch noch irgendeinen Nutzen haben ohne jetzt unbedingt magisch zu sein. Auf die Dauer kann recht anstrengend sein. Hesinde sei Dank sind mir während des Schreibens ein paar Ideen gekommen, welches derische Hügelzwergenwerk ich in die Hände der Helden fallen lassen kann. Da jedoch die Gefahr besteht, dass einige meiner Spieler diesen Blog lesen, werde ich mal nichts weiteres verraten.
Wednesday, 21 December 2011
RPG Music'N'SFX - Bitbucket and TurtoiseHg
I just committed my first changes to bitbucket for the new version using TurtoiseHg. Yay!
Looking forward to working with that!
... This has the quality of a twitter message -.-
Looking forward to working with that!
... This has the quality of a twitter message -.-
Friday, 16 December 2011
Gildenmagier in DSA
Das Schwarze Auge ist wahrscheinlich das einzige Fantasy-Rollenspiel in dem Magier keine übermächtigen Kreaturen sind. Im Besonderen nervt es mich ein bißchen, dass Magier mit Schaden verursachenden Kampfzaubern sich selbst fast außer Gefecht setzen.
Aber fangen wir von vorne an. Da in DSA Astralenergie (AsP) für Magie benutzt wird, um zu zeigen wie lange ein Magier zaubern kann und diese sich auch recht langsam regeneriert, finde ich magiebegabte Helden generell recht schwach.
Wenn man sich nun aber auch noch aussucht, einen Kampfzauberer zu machen, der sich auf Schaden spezialisiert hat, dann sollte man schleunigst auch Kampffertigkeiten haben. Ein Magier hat durchschnittlich 40-50 AsP. Jeder Angriffszauber legt als Kostengrundlage voraus, dass die Kosten gleich der Anzahl der Schadenspunkte ist. Das heisst, dass der Magier 40-50 Schaden machen kann (ein durchschnittlicher Mensch hat ca. 25 - 30) und danach so lange warten muss, bis genug Tage mit 1W6 + 3 AsP Regeneration vorbei ist.
Ich finde dieses Verhalten unnütz und schlecht. Damit schwächt man die Magier in einer Art und Weise, die das Gleichgewicht schon wieder fest in die Hand der Kämpfer legt. Natuerlich muss man eine Balance finden (vielleicht AsP-Kosten = Schaden / 2), aber durch solch ein System wird man in meinen Augen eines integralen Bestandteils eines Fantasysettings beraubt: Dem Kampfmagier.
Aber fangen wir von vorne an. Da in DSA Astralenergie (AsP) für Magie benutzt wird, um zu zeigen wie lange ein Magier zaubern kann und diese sich auch recht langsam regeneriert, finde ich magiebegabte Helden generell recht schwach.
Wenn man sich nun aber auch noch aussucht, einen Kampfzauberer zu machen, der sich auf Schaden spezialisiert hat, dann sollte man schleunigst auch Kampffertigkeiten haben. Ein Magier hat durchschnittlich 40-50 AsP. Jeder Angriffszauber legt als Kostengrundlage voraus, dass die Kosten gleich der Anzahl der Schadenspunkte ist. Das heisst, dass der Magier 40-50 Schaden machen kann (ein durchschnittlicher Mensch hat ca. 25 - 30) und danach so lange warten muss, bis genug Tage mit 1W6 + 3 AsP Regeneration vorbei ist.
Ich finde dieses Verhalten unnütz und schlecht. Damit schwächt man die Magier in einer Art und Weise, die das Gleichgewicht schon wieder fest in die Hand der Kämpfer legt. Natuerlich muss man eine Balance finden (vielleicht AsP-Kosten = Schaden / 2), aber durch solch ein System wird man in meinen Augen eines integralen Bestandteils eines Fantasysettings beraubt: Dem Kampfmagier.
RPG Music'N'SFX - A new approach
So, I was chatting with a friend of mine, who I roleplay with and who also happens to be a professional programmer about the music player as such. We started chatting about tagging like it is done in many applications (StackOverflow posts are a great example as well as this blog here). As a side note, those german speakers among you may be interested in this article, who discusses the merits of tagging.
Anyway, so he mentioned that it can also be done for files and it would be interesting to use it in a music player... such as the one, that I use. To cut a short story long, my next goal is to rewrite the already existing RPG Music'N'SFX player using a tagging based approach.
The approach in this case would be to have all files in one folder and sort them by using tags. This would make a lot of things easier simply because I wouldn't have a lot of hardcoded folders and everything would be a bit more dynamic. Also for the user, who would only have to dump all his files into one folder and then use an easily usable GUI to give his files suitable tags. How this GUI would look like is an entirely different question altogether, however. First ideas include a list of all music files in the folder and 2-state buttons for each tag that exists plus a text control for newly introduced tags.
In addition, it looks like the entire design would have to be redone, because it just is not adequate for the dynamics of the system (expanding categories. Tagging of files etc.).
I'll post updates, once I have something presentable.
Anyway, so he mentioned that it can also be done for files and it would be interesting to use it in a music player... such as the one, that I use. To cut a short story long, my next goal is to rewrite the already existing RPG Music'N'SFX player using a tagging based approach.
The approach in this case would be to have all files in one folder and sort them by using tags. This would make a lot of things easier simply because I wouldn't have a lot of hardcoded folders and everything would be a bit more dynamic. Also for the user, who would only have to dump all his files into one folder and then use an easily usable GUI to give his files suitable tags. How this GUI would look like is an entirely different question altogether, however. First ideas include a list of all music files in the folder and 2-state buttons for each tag that exists plus a text control for newly introduced tags.
In addition, it looks like the entire design would have to be redone, because it just is not adequate for the dynamics of the system (expanding categories. Tagging of files etc.).
I'll post updates, once I have something presentable.
Sunday, 11 December 2011
RPG Music'N'SFX - Music in roleplaying - a first Trial
If you read the blog carefully, you will remember the entry where I mention the music player that I wrote (follow this link). I finally managed to use it in a session. I had several scenarios prepared and I must admit, it worked out pretty well.
I think the proof that it worked very well, was that two of the players after awhile complained that it really had to rain "all the time" (they were fighting a group of bandits in a forest in the pouring rain) while two others said, this should really be the case, because being outside without shelter in the pouring rain "is" miserable. So it definitely had an effect.
However, it must be said that screening the music is a very tedious job. I spent the train journey to the roleplaying venue (about 4 hours) sieving through various games and movie soundtracks.
Improvement wise, I have to say that I best restructure the GUI and add some functionality. It just goes to show that it really is best, to use the classical design for a music player with playlist and so on. I didn't want to do that, because I had three different categories on how to use the files (well, now, I have four) and it would have been confusing.
Now, I think differently about it and I may need to make a bunch of adjustments to give it more flexibility. i realised the flexibility issue after I realised I need a backgorund sound for a graveyard... I didn't see that one coming. Anyhow, more fun to play with python.
Since I started on helping out in the core mentorship program, I have already learnt a fair bit more about various aspects of python.
Conclusively, I would say, all in a ll a very good session again. I am starting to feel more comfortable as a GM.
I think the proof that it worked very well, was that two of the players after awhile complained that it really had to rain "all the time" (they were fighting a group of bandits in a forest in the pouring rain) while two others said, this should really be the case, because being outside without shelter in the pouring rain "is" miserable. So it definitely had an effect.
However, it must be said that screening the music is a very tedious job. I spent the train journey to the roleplaying venue (about 4 hours) sieving through various games and movie soundtracks.
Improvement wise, I have to say that I best restructure the GUI and add some functionality. It just goes to show that it really is best, to use the classical design for a music player with playlist and so on. I didn't want to do that, because I had three different categories on how to use the files (well, now, I have four) and it would have been confusing.
Now, I think differently about it and I may need to make a bunch of adjustments to give it more flexibility. i realised the flexibility issue after I realised I need a backgorund sound for a graveyard... I didn't see that one coming. Anyhow, more fun to play with python.
Since I started on helping out in the core mentorship program, I have already learnt a fair bit more about various aspects of python.
Conclusively, I would say, all in a ll a very good session again. I am starting to feel more comfortable as a GM.
Saturday, 3 December 2011
DSA: Eine rassenreine Gruppe
Wir hatten kürzlich die selten dämliche Schnapsidee mal einen Rollenspielabend lang eine rassenreine Gruppe zu spielen. Nach längerem Überlegen fiel uns dann auf, dass diese Schnapsidee eigentlich ziemlich cool wäre.
Wenn man so einen Fall ausspielen würde, wäre das eine Herausforderung besonders für den Spielleiter und auch für die Spieler. Für den Spielleiter, weil er wirklich alles über diese Rasse wissen muss (ALLES!!!) und auch von Sekunde 0 den Spielern erklären muss, wie die generelle Denkweise der gespielten Rasse agiert. Ich stelle mir da am Anfang einen kleinen Vortrag über die Welt vor, der die Atmosphäre erschaffen soll, und danach durch erfragen der Spieler wird das Szenario erweitert und die Löcher ausgefüllt.
Hier kommt dann die Herausforderung für die Spieler. Sie müssen es schaffen, so zu denken, wie die Wesen. Ein Elf denkt einfach komplett anders über die Welt nach als ein Mensch. Besonders wenn er sich in seiner Sippe befindet. Das kann für die Spieler sehr spannend, aber auch sehr frustrierend sein.
Ich erinnere mich an eine Begebenheit in der ich ein Rollenspiel über Orks gespielt habe (ich wünschte ich wüsste den Namen noch). Das Spiel war eher als Parodie gedacht, aber es erinnert mich daran ein bißchen, weil wir mussten "doofe" Orks spielen. Da kam, dass wir auch unsere Satzstellung und Wortwahl anpassen mussten (Aus "I am rather peckish today, darling" wurde dann sowas we "Me be hungry, she-ork"). Und ganz ehrlich: Das war verdammt schwer! Ich hatte echte Probleme, erstmal, simpel zu denken (ich bin jetzt kein Genie, aber dass sich Seife im Wasser auflöst, weiss ich, und das durfte ich nicht wissen) und auch so zu sprechen.
Mit diesen Hintergedanken haben wir uns überlegt, welche Rasse man nehmen könnte und am meisten würden uns die Achaz reizen. Echsen haben irgendwas. Man muss immer mit viel 'ssssssssssssss' reden, des weiteren sind sie eine ehemalige Hochkultur vor tausenden von Jahren, die mittlerweile zurück in die Sümpfe gedrängt wurden. Das heißt, sie können nicht einfach irgendwohin gehen. Dazu kommt noch, dass die kulturelle Stellung der Frauen und Männer komplett verschieden ist. Hört sich einfach geil an :D
Mal sehen wie weit wir damit kommen :)
Wenn man so einen Fall ausspielen würde, wäre das eine Herausforderung besonders für den Spielleiter und auch für die Spieler. Für den Spielleiter, weil er wirklich alles über diese Rasse wissen muss (ALLES!!!) und auch von Sekunde 0 den Spielern erklären muss, wie die generelle Denkweise der gespielten Rasse agiert. Ich stelle mir da am Anfang einen kleinen Vortrag über die Welt vor, der die Atmosphäre erschaffen soll, und danach durch erfragen der Spieler wird das Szenario erweitert und die Löcher ausgefüllt.
Hier kommt dann die Herausforderung für die Spieler. Sie müssen es schaffen, so zu denken, wie die Wesen. Ein Elf denkt einfach komplett anders über die Welt nach als ein Mensch. Besonders wenn er sich in seiner Sippe befindet. Das kann für die Spieler sehr spannend, aber auch sehr frustrierend sein.
Ich erinnere mich an eine Begebenheit in der ich ein Rollenspiel über Orks gespielt habe (ich wünschte ich wüsste den Namen noch). Das Spiel war eher als Parodie gedacht, aber es erinnert mich daran ein bißchen, weil wir mussten "doofe" Orks spielen. Da kam, dass wir auch unsere Satzstellung und Wortwahl anpassen mussten (Aus "I am rather peckish today, darling" wurde dann sowas we "Me be hungry, she-ork"). Und ganz ehrlich: Das war verdammt schwer! Ich hatte echte Probleme, erstmal, simpel zu denken (ich bin jetzt kein Genie, aber dass sich Seife im Wasser auflöst, weiss ich, und das durfte ich nicht wissen) und auch so zu sprechen.
Mit diesen Hintergedanken haben wir uns überlegt, welche Rasse man nehmen könnte und am meisten würden uns die Achaz reizen. Echsen haben irgendwas. Man muss immer mit viel 'ssssssssssssss' reden, des weiteren sind sie eine ehemalige Hochkultur vor tausenden von Jahren, die mittlerweile zurück in die Sümpfe gedrängt wurden. Das heißt, sie können nicht einfach irgendwohin gehen. Dazu kommt noch, dass die kulturelle Stellung der Frauen und Männer komplett verschieden ist. Hört sich einfach geil an :D
Mal sehen wie weit wir damit kommen :)
Friday, 2 December 2011
Rollenspiel: Meine Erfahrungen als Meister
Nach den Irrungen und Wirrungen unserer Jugend- und Studentenzeit haben meine alten Rollenspielkumpels (dazwischen waren sie "nur" Freunde von mir) wieder den Drang verspürt eine Rollenspielrunde zu starten. Da das Ganze damit anfing, dass ich vorgeschlagen habe an einem Weihnachten mal für einen Abend "der guten, alten Zeit willen" eine Runde zu leiten (diesmal in DSA4). Das rannte dann bei allen weit offene Türen ein, weil die sich auch schon wieder mit dem Gedanken beschäftigt haben.
Auf Grund dessen war ich auf einmal Spielleiter in einer sehr rollenspiellastigen Spielergruppe (Erfahrungspunkte sind irgendwie egal, kein Regelnerd weit und breit, Kämpfe sind eine regeltechnische Katastrophe :D). Meine Erfahrungen und Schlussfolgerungen, die ich daraus gezogen habe, sind recht interessant.
1. Das Alter der Spieler macht wirklich einen Riesenunterschied
Ich dachte mir, ich fange mal mit einem offensichtlichen Punkt an. Das letzte Mal als wir gespielt hatten, waren wir zwischen 16 und 19. Heute ca. 10 Jahre später hat sich der Fokus unglaublich gewechselt. Rollenspiel war bei uns schon immer sehr stark vertreten, aber mittlerweile erscheint es mir wirklich so, als ob den Spielern die Erfahrungspunkte eigentlich wurscht sind :D Mir soll es recht sein. Die haben es tatsächlich geschafft eine Reunion von einzelnen Charakteren mit den anderen in einem stinkenormalen Wirtshaus über 3 Stunden (ja, DREI STUNDEN!!!), also fast in Echtzeit, auszuspielen. Womit wir zu meiner nächsten Beobachtung kommen.
2. Je mehr Spieler desto weniger Plot
Wir fingen diese Spielrunde mit 6 Spielern und einem Spielleiter an. Danach haben wir auf 8 Spieler aufgestockt aus dem simplen Grund, dass wir alle einen festen Job haben, die meisten eine Langzeitpartnerin, manche schon Kinder und generell alle mitten im Leben stehen, also um regelmäßiges Spielen zu ermöglichen.
Mir ist nun aufgefallen, dass je mehr Spieler es gibt, die sich rollenspielerisch austoben, desto weniger Plotelemente kann man einbauen. Als Beispiel, mit einer Gruppe von damals 6 Spielern haben wir es geschafft einem gesuchten Mörder bis zu einer Mine zu folgen, seine Leiche zu finden, einen Mineneinsturz zu überleben, Ausgang in den Bergen finden, weg zurück finden, ein Orküberfall mit schwer verletzten und dann über ein Dorf nach Hause. Beim Dorf stoppte die Show. Ich finde das recht viel.
In der letzten Session gab es besagte 3 stündige Reunion und alle waren so sehr damit beschäftigt ihre Chars auszuspielen, dass es wirklich kaum vorwärts ging. Mir als Spielleiter machte das nix aus, weil ich habe nur zugeschaut. Das hervorragendes Theater. An dem Abend haben es die Spieler in derselben Zeit geschafft zu einem Sumpf zu reisen (eine Tagesreise), sich von Affen verprügeln zu lassen und eine Hütte zu durchsuchen. Wir spielen generell von 15 Uhr bis 5 Uhr morgens...
3. Personal Quests für Spieler lohnt sich ungemein
Das ist etwas, was mir unglaublich viel Spass gemacht hat. Ich wollte das Spiel ein bißchen vom klassischen linearen Plot wegbringen und mehr zu einem offen hin, ein bißchen wie in den Spielen wie Baldur's Gate, dazu habe ich zwei Sachen eingeführt: Seitenquests (davon später) und Personal Quests. Die Personal Quest ist dazu gedacht, dass der Spieler sich mit seinem Charakter mehr befasst und ihn nicht nur als Mittel zum Zweck sieht. Darin wird er fern der anderen in Situation gebracht, die nur er lösen kann.
Es ist unglaublich, wie viel man zurück bekommt, wenn man so etwas startet. Es gibt einfach Momente, wo man nicht jeden Spieler mit einbeziehen kann. Durch diese personal quests hat jeder Spieler jedoch immer etwas woran er unabhängig von den anderen Spielern herumbasteln kann.
Ich habe als Beispiel unsereren etwas leicht Rauschkraut abhängigen thorwalschen Seesöldner zum Leibwächter für Drogendealer werden lassen. Dadurch hat sich ergeben, dass er noch süchtiger wurde und einen Erzfeind hat. Das mag schlimm und schlecht klingen, aber es gibt dem Charakter Tiefe und Wiedererkennungswert. Der Spieler hat das erlebt und kann den anderen "seine" Version erzählen. Das ist seins und er findet das toll. Ich könnte noch alle 7 anderen erzählen, aber der Platz reicht nicht und von manchen anderen wissen die Spieler noch gar nicht.
4. Nebenquests sind toll
Diese Nebenquests waren nie etwas tolles bei mir, sondern dienten hauptsächlich dazu, den Spielern mehr Geld zu geben. Das Abenteurerleben ist gefährlich und teuer, da brauchen sie auch mal einfach Aufträge. Dies kann vom Sammeln der Tannenzapfen der Salamandersteintanne bis hin zum Säubern von alten Gemäuern alles sein, wofür es eine Belohnung gibt. Es hält die Spieler bei Stange und gibt ihnen oft auch das Gefühl, dass sie es ein bisschen drauf haben.
Jedoch muss man vorsichtig sein, wenn man zu viele Nebenquests einbaut, geht der Spielfluss verloren und die Helden kommen nicht vorwärts... Besonders wenn man 8 Spieler hat.
5. Forme die Welt, um die Spieler
Ein Aspekt, der mir unglaublich viel Spass bereitet, ist das erstellen von wiedererkennbaren NSCs. Das habe ich soweit getrieben, dass ich irgendwann beschlossen habe, diese wiederzuverwenden. Falls meine Spieler das hier lesen, werden sie sich ein wenig wundern, wovon ich rede. Noch ist es nicht passiert, da wir noch das Fundament bauen. Es wird jedoch passieren, das manch ein NSC in der Welt auch herumreist und die Helden an einem anderen Ort wiedertrifft. Seinen sozialen Status verändert aber trotzdem noch derselbe ist. Nicht immer muss man sagen, das ist <Name Nachname> aus XYZ, man kann auch nur Gerüchte und Andeutungen fallen lassen, über ein Ereignis, das irgendwoanders stattgefunden hat und an dem eine Person mit einem besonderen Merkmal teilgenommen hat.
Dieses Stilmittel hat zum Ziel, dass die Helden merken, dass diese Welt lebendig ist und nicht aufhört sich zu drehen, wenn sie an einen anderen Ort wechseln...
6. Der Glückswurf bringt Abwechslung für den Spielleiter
Es gibt Momente im Spiel, da will man einfach eine Variable einführen, weil man keine 08/15 Situation erzeugen will. Dazu habe ich mir von einem befreundeten Shadowrun Spielleiter den Glückswurf ausgeborgt. Dieser besteht aus 2W6. Je höher desto besser (Vorteil Glückspilz 3W6, Nachteil Pechmagnet 1W6).
Ein simples Beispiel, dass die Benutzung illustriert. Der Spieler ist in einer Scheune und sucht eine Säge. Warum sagt er nicht und du als Spielleiter hast keine Ahnung, ob in der Scheune eine Säge ist. Generell kann man sagen, es kann schon sein, muss aber nicht. Also lässt man den Spieler 2W6 würfeln und ihm aber nicht die Schwelle zu seinem Glück sagen. Diese behält man für sich und entscheidet dann, wenn man das Ergebnis sieht. Ist das Ergebnis durchschnittlich hat er es entweder gefunden oder nicht (je nachdem was die Schwelle ist). Ist der Wurf besonders hoch (10-12), dann kann er auch noch andere nützliche Sachen finden. Ist der Wurf besonders niedrig (2-4), dann kann der Spieler beim Durchsuchen eines Heuhaufens in eine Bärenfalle treten, die dann auch prompt zuschnappt. Die Falle hat genauso wenig in der Scheune zu suchen wie die Säge, weshalb es dem Spielleiter auch ein bißchen Spontaneität erlaubt in Situation, die eigentlich potentiell nur lahm sind.
Aktuell fallen mir nicht mehr Sachen ein, werde aber einen weiteren Artikel schreiben, sobald ich mehr Erfahrungen gesammelt habe.
Saturday, 12 November 2011
RPG Music'N'SFX - a Roleplaying Aid Written in Python Pt. 2
Here a little update. I've put the first version online for everyone to download.
https://bitbucket.org/Nebelhom/pymusicnsfx/overview
I don't know yet, how to use mercurial or any of the other stuff, but I'll give it a shot. For now, I am glad that I released something that can actually be used by someone.
https://bitbucket.org/Nebelhom/pymusicnsfx/overview
I don't know yet, how to use mercurial or any of the other stuff, but I'll give it a shot. For now, I am glad that I released something that can actually be used by someone.
RPG Music'N'SFX - a Roleplaying Aid Written in Python Pt. 1
I've been busy the last year or so with writing a little tool to play music in order to help me do the GMing. I figured there are already rules specific GM aids for The Dark Eye, but noone ever bothered writing something with music.
In order to realise this software, I first had to get some parametres straight. Using Python was already set, simply because I didn't know how to use anything else. The next thing was which GUI. This was quickly answered by using wxPython, which is based on wxWidgets, again, because I was most comfortable in using it. The last thing was a good audio library. Now that was a problem.
I wanted to have a library that could play both .mp3, .wav. and .ogg as minimum requirement and play several files of any format at the same time. I wanted to make it cross-platform, but minimum was Windows compatibility.
This proved to be quite challenging, especially that dreaded .mp3 compatibility. Most open source libraries stay well clear of .mp3, because of its licensing issues and prefer the open source format OGG VORBIS. Now this is an issue, since most people who use Windows, use .mp3 instead of .ogg files.
After some searching and trying (which also resulted in my rather amateur GStreamer with wxPython for Windows posts 1 2 3 4) I finally came across a library that would do the trick: PyAudiere. Put plainly it is an awesome library based on the C-library Audiere. It has some issues, but all in all it is a very good library to use. Unfortunately, I could never get it to work in Ubuntu, which actually led to one of my reasons to abandon Ubuntu for the xth time (for more see this post).
Anyhow, so I finally have it written and it is working... rather well actually. All I have to do, is create my own button pictures and remove all test files, since the licensing and copyright does not allow for shipping music files with it. Licensing in general is something, I don't quite understand yet, so I am going to play it safe, before I put it online and use the GNU General Public Licence ver. 3.
The only problem, I currently have is, that it will be quite a task to convince people to install all the libraries on their PCs before using it. I will try and create an installer for this instance and explain very carefully to everyone of them, what they are about to do. It is a shame, that Java's JRE is so widely used and accepted and Python's essentially same approach is not know at all. If I manage to do it, I will post here to tell you and a future me who's forgotten all about it, how I did it :)
This leaves me only with the posting of a screenshot for your viewing pleasure :) Enjoy.
In order to realise this software, I first had to get some parametres straight. Using Python was already set, simply because I didn't know how to use anything else. The next thing was which GUI. This was quickly answered by using wxPython, which is based on wxWidgets, again, because I was most comfortable in using it. The last thing was a good audio library. Now that was a problem.
I wanted to have a library that could play both .mp3, .wav. and .ogg as minimum requirement and play several files of any format at the same time. I wanted to make it cross-platform, but minimum was Windows compatibility.
This proved to be quite challenging, especially that dreaded .mp3 compatibility. Most open source libraries stay well clear of .mp3, because of its licensing issues and prefer the open source format OGG VORBIS. Now this is an issue, since most people who use Windows, use .mp3 instead of .ogg files.
After some searching and trying (which also resulted in my rather amateur GStreamer with wxPython for Windows posts 1 2 3 4) I finally came across a library that would do the trick: PyAudiere. Put plainly it is an awesome library based on the C-library Audiere. It has some issues, but all in all it is a very good library to use. Unfortunately, I could never get it to work in Ubuntu, which actually led to one of my reasons to abandon Ubuntu for the xth time (for more see this post).
Anyhow, so I finally have it written and it is working... rather well actually. All I have to do, is create my own button pictures and remove all test files, since the licensing and copyright does not allow for shipping music files with it. Licensing in general is something, I don't quite understand yet, so I am going to play it safe, before I put it online and use the GNU General Public Licence ver. 3.
The only problem, I currently have is, that it will be quite a task to convince people to install all the libraries on their PCs before using it. I will try and create an installer for this instance and explain very carefully to everyone of them, what they are about to do. It is a shame, that Java's JRE is so widely used and accepted and Python's essentially same approach is not know at all. If I manage to do it, I will post here to tell you and a future me who's forgotten all about it, how I did it :)
This leaves me only with the posting of a screenshot for your viewing pleasure :) Enjoy.
Friday, 4 November 2011
Role-Playing is a hobby like any other, alright?
Many people look at me oddly when I openly admit that I role-play. Over the years this has improved since being a geek is a good thing nowadays apparently (look at those horn-rimmed glasses), but being a nerd is still bad (or so I was told). Still some people really think role-playing is the equivalent of having a fifth, sixth and seventh appendage.
To me role-playing is just another way of hanging out with old friends that I do not see that often. While many people meet up to drink beer in a pub or a club to chat or dance and spent sh*t-loads of money on that, I tend to sit around a table at a friend's place, drink beer and we chat (no dancing really. sorry)... well, play through a scenario essentially and tell a story. If at this point, you as the reader wonder what role-playing exactly is, I would direct you to a couple of good articles, like this one or this one or even this one... or you could just google it. I am not here to explain what it is because many people have tried and did it rather well.
But we lose track, all I am saying here is, that to me this is a great way to meet up with friends regularly and have an enjoyable evening while having some drinks over an activity we all enjoy doing as opposed to meeting up with friends regularly for an enjoyable evening while having some drinks over ANY OTHER activity we all enjoy doing.
To me role-playing is just another way of hanging out with old friends that I do not see that often. While many people meet up to drink beer in a pub or a club to chat or dance and spent sh*t-loads of money on that, I tend to sit around a table at a friend's place, drink beer and we chat (no dancing really. sorry)... well, play through a scenario essentially and tell a story. If at this point, you as the reader wonder what role-playing exactly is, I would direct you to a couple of good articles, like this one or this one or even this one... or you could just google it. I am not here to explain what it is because many people have tried and did it rather well.
But we lose track, all I am saying here is, that to me this is a great way to meet up with friends regularly and have an enjoyable evening while having some drinks over an activity we all enjoy doing as opposed to meeting up with friends regularly for an enjoyable evening while having some drinks over ANY OTHER activity we all enjoy doing.
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