Home
Russell Collins
16 May 2008 @ 10:59 am
"You're a monster!"  
When Condemned 2 was released I struggled for weeks about the whole "can I afford another console" thing. I like the first game, played it on my PC but at a low resolution (even today, after like 3 upgrades I still can't crank up a game that was made for original XBOX?) After reading some middlin' reviews I calmed down and decided that the then looming recession would eat up any money that could be spent on an overpriced game box.

Today I saw this advertisement:


Now, inexplicably I'm back to wondering if I can maintain my standard of living, without my teaching pay for the summer, and still afford that PS3.
 
 
Russell Collins
07 May 2008 @ 12:35 pm
My next favorite game  
Until I decide No More Heroes' bitter level difficulty is worth beating, I intend to play the holy hell out of Boom Blox.



I have no idea how Steven Spielberg is attached to this project, and I don't care. I will gleefully recreate the hours I spent at age four, sitting on the living room floor with brightly colored wooden blocks building towering castles, ready for the kickin' over.

Also, get the new, free NIN album. You don't know what you're missing.
 
 
listen:: NIN : Echoplex
 
 
Russell Collins
02 May 2008 @ 08:46 pm
Alas! I Return!  
I've been incommunicado for much too long now, but now that the semester is over I've nixed two of my big weekly commitments. Now I can actually get things done instead of picking up projects just long enough to have to put them down and go teach people.

Of course, I still need to magically know a few pleasant songs by an America composer by the end of the month. I think the audience is going to be small anyway, so I won't be embarrassing myself in front of anyone important.
 
 
listen:: Samuel Barber songs, totally unsuited to my needs.
 
 
Russell Collins
21 April 2008 @ 11:30 am
Reaper's Game  
Brett needs to live closer so we can game. Conventions are all well and good, but it's not the same. We meant to test Contract Work but I found another broken rule while reviewing my notes.

Do you die when your assets get cut down? Or do you die when you run out of cash? I'm beginning to like the latter. It reinforces the wagering mechanic. Besides, players survive by buying themselves back from their boss, not by hoarding money.

Instead we just relaxed, enjoyed food and watched movies. I did run my Tribe 8 as tSOY by him (an easy conversion) and he liked my idea that a player's first key (character's focus, or drive) should also be why they get exiled from their home tribe.

In DS news, I thought it would be neat to try out Brain Age since I had lots of fun with the puzzles in Professor Layton and the Curious Village. I'm now embarassed of myself and looking forward to tomorrow when I can get my copy of The World Ends With You and return to games that don't make me feel like an idiot.

The DS is officially the best console ever. Sorry, it just is.
Tags: , , ,
 
 
Russell Collins
11 April 2008 @ 04:03 pm
All too easy.  
iz3d is a company that is now selling computer monitors that make use of polarized lenses and image filtering to create the 3-D effects of Captain EO on your desk top. (Francis Ford Copolla directed that? Motherfu-)

The advertisements invite you to "imagine your hero in the 3rd dimension" or "your spacecraft" or whatever. Eventually I saw this one pop up.





Maybe it's just the choice of image, but c'mon guys. Is that what you really meant to say? 'Cause this is what I heard:


 
 
listen:: The Prodigy :: Razor
 
 
Russell Collins
27 March 2008 @ 09:14 am
Land of Steak and Honey  

Sea Turtle 3
Originally uploaded by gainsclockwork

I forgot to bring my camera to Miami, so here's a picture of a sea turtle I took at the aquarium last year. There are more of those on my flckr and they will have to serve as surrogate images for the pictures of me eating Cuban food and being very ill while ducking from air-conditioned building to air-conditioned building to keep the sun away that I would have brought back.

Next week is Austin. The food and music are good. I just need to ditch out of the conference to go get it. I like Austin, but once again, I also like having some time to deal with long-term commitments instead of being pulled away from the routine before I've even settled.

 
 
listen:: John Powell :: OST The Bourne Supremacy
 
 
Russell Collins
14 March 2008 @ 12:13 pm
Forced Vacation  
Hey, guess who's going to Miami next week!

Guess who's going there to fix servers that the staff of the Florida unit are too twitchy to fix!

Guess who really hates sunshine!

Guess which state is "the Sunshine State!"

Guess who's really not looking forward to being surrounded by spring break-ing college kids!

Guess who would rather have spent the free evenings in his studio actually writing some fcuking music for a change!

Can you guess who it is?

Huh?
 
 
listen:: NIN :: Ghosts I-IV
 
 
Russell Collins
21 February 2008 @ 08:47 pm
In case you missed it . . .  
Another bit of narration and scoring by yours truly.

Fury of the Widowmaker

I did this one as a quickie to test out the violin in a new sample library. I originally wanted to use viola, but the sampler needed to be updated, and then I forgot I needed to upgrade my VST to DXi wrapper, and so on. The viola is happy now (as is the Tuba.)

Onward.
 
 
listen:: Angelspit :: Wreak Havoc
 
 
Russell Collins
05 February 2008 @ 11:57 am
Please keep your arms inside the car at all times.  
Nothing else quite like the job search roller coaster. I spent the whole day in gleeful anticipation of an HR call that turned out to be a polite explanation of why I'm not suited for the position, or any position, at their company.

So. Fcuk. Back to careerbuilder.com and the rewriting of my resume every week.

I was seriously wondering if I should even be trying to get out of my current job earlier this week. I'm making enough money to survive, though not really to thrive, but hey, with a recession looming that's probably enough. We get our bennies, a pretty generous vacation calendar, and I can slip in late in the morning and work a little late in the evening without being hassled. Enough projects wither on the vine that I've learned what to avoid even beginning to work on. The boss I loathed left last year and hasn't been replaced, so I report directly to one of the okay people in the building. Until I scream racial epithets at people in the halls I'm not likely to be fired. I suppose this is what other people really want from employment.

Meh.

In mood-related news, I'm so heavily into overhauling Contract Work that I don't know if I'm making good decisions or bad with the rules rewrite. Is it better to give the hitters their money up front, or does that encourage overly conservative play? Is it better to make them draw from a bank as a reward for each action, or does that allow for a single hitter to dominate? How about sharing resources? Can I split the difference?

I need to playtest each of these options to see what they mean, and that means effectively playtesting three different games, what with the rules being so varied.

Again with the meh.

To close this rambling and self indulgent post, who among my singerly friend types is interested in joining a choir based in Ewing? Rehearsals on Monday nights. Conducted by Chris Loeffler. Yes.

I'll post about that again when the lines are clear.
 
 
listen:: Ministry :: Rio Grande Blood
 
 
Russell Collins
04 February 2008 @ 05:25 pm
I am now the number one assassin in Santa Destroy  
No More Heroes was awesome fun.

When I was a kid, I wanted a lightsaber. I didn't want any of that self-denying samurai bullsh*t that came along with the Jedi beliefs. I wanted to slash things up. That is exactly what I got from No More Heroes. Foul-mouthed Otaku lunatics slicing and dicing each other in the streets.

The ending(s) are fabulous too. They get into breaking the fourth wall when the villain's gruesome back story is told in fast-forward because the game is almost over and they don't want to delay production with getting all that stuff past the ESRB ratings board. "Do you want this to become No More Heroes Forever?" Yes, that is a crack at the Duke Nukem sequel.

I'm playing through it again on the higher difficulty. I'm not so old yet that I can't enjoy a bad guy's head exploding into a red mist.

Incidentally, I think Lucas Arts are taking a lesson from Grasshopper Manufacture. The Jedi games in which players can be total badass darksiders have sold very well, and the next one features a Sith protagonist. Seriously, who do you want to be; stuffy, boring servant of good or raving power mad champion of evil?

That's what I thought.
 
 
Russell Collins
29 January 2008 @ 11:36 am
Getting closer to the client  
Dreamation was awesome. At this point that almost goes without saying. It's like "the sun is hot." I feel spoiled by a convention in which a night of copious vomiting is immediately forgotten under the weight of great conversation with stimulating, like minded individuals and their impressive and emotive games. Favorite moments? Wow. I don't know. Maybe the "What are you doing fighting a fox?!?!" thing. That had me crawling out of my skin in the best way possible.

Rather than retread the ground of other con delights already expressed by more eloquent and faster-on-the-draw posters, I will write about my playtesting and GMing experiences.

_____

So, Contract Work. Hmmm. These were the roughest playtests I've done so far. Nearly every modification I made since the last major draft was shaky at best. Here are the issues I encountered.

I.
I sped players through character creation. In the second playtest I put all 4 players in the same organization. This created a false expectation about the focus and led to confusion.

Response.
I should emphasize the networking of hitters. They come from all over the world and from differing backgrounds. "Ronin" was an influence on this element. I must reinforce diversity and allow them the same starting value, regardless of who is a mafioso and who is a government assassin.

II.
The reward split. At present, all involved receive the same pay at completion. I had a rule that made players who didn't participate pay more active players. My first playtest of the day (the solo Hitter, the mission in which this rule did not even apply) pointed out that I was using this mechanic completely backwards. Punishing the brazen rather than the cautious.

Response.
Gone. In its place, I will create rules whereby the players are paid for their level of participation. Players must stake their claim in segments of the job. Perhaps as they are determined. If a player botches a segment, it passes to a different player covering for the mistake, claiming that reward.

III.
I want the game to move faster. Which is odd, since the average playtime is 2 1/2 hours, character creation included. Confrontation exchanges lag. One character is the lead so others wait. Not unlike a lengthy, detailed, wavering combat turn in D&D. If I want to create independent movement among the players, I can't afford to let them sit around. This also leaves more time to narrate a confrontation; usually truncated since I feel the need to pick up the pace.

Response.
This is the biggie. I need to streamline the core mechanics of confrontations. An all-or-nothing approach was suggested which would ratchet up the tension (maybe allowing other players more cringing involvement which will fill in the gaps in their own action.) Narration could be improved if I have the players narrate what happened on each bid and raise. (I had that in my drafts from 2006 and lost it in the shuffle!)

While typing below I had another idea for this. I'll write it up elsewhere.

IV.
Preparation trade-up. Players plan out the job from the hit, backward in time as they explain what they did to prepare. The hitters spend money to collect the advantages that they must spend to do the Hit. Now players can make any action an attempt to gain a preparation as preps trade-up and roll into each other. This nullifies the need for an actual Hit action as preps are already cutting the target's defenses effectively.

Response.
A) The GM decides if a confrontation is a hit and makes players use preps instead of gaining more. B) A phase with a cut-off to gain preps and another to use them. C) Abolish the Hit actions and let there be one kind of confrontation.

A cuts the players off from possible narrative approaches. Is kidnapping the target's bodyguard a hit because it diminishes the target's ability to strike back, or a prep because that bodyguard might have a key to the house? B can break the phases by the money spent. A "what did you do?" and "how did you do it?" segmentation. C: Hit actions were created because using money on the target makes less sense than using preparations instead.

Also, instead of combining preps on a single hit, play each preparation out in a series at the Hit. This happened in a playtest when the players wanted a Plan B.

V.
Debt threat and the campaign cycle. The long game. Over a Hitter's career, they must avoid accruing debt. Too much debt makes them a target. At the same time, they must end their career by paying off the reason for their hitter's life and getting out when debt does rise too high. Playtests show the current economy gives a hitter a lifespan of about 10+ jobs. This may be too long. The tension of increasing debt needs to be more prevalent.

Response.
It's hard to say how this plays out. In a one-shot playtest, why should a player avoid debt on a character they will never play again? I may be getting artificial results.

The real problem is how to adjust. This means fcuking the entire economy of the game. The player needs time to pay off their character so that they could survive the end of their career.

I based the difficulty of jobs around the pay and target's budget so that an easy job allows for low bids and low risk on the job but slim rewards at the end. This may tie in to adjusting the resolution mechanics if I end up diverging from the simple bidding system.

One quick thought is to eliminate the player's cash up front for the job. They bid only against their debt. If they win a confrontation, they recover the bid, plus the preparation or damage to the target. If they lose, that's the money that goes on debt. That needs a lot of thought.

VI.
The reason for being a Hitter and career's end. This is supposed to be the most important bit of background. It is the character's motivation and foreshadows the events it will take to get the hitter into retirement without a bullet in the head.

Response.
Again, in the original draft, one example character needs money to get through school (!) and start her own business. Another wants to fund his revenge against the guy who's blackmailing him back into the life of a hitter. Telling us what is happening under the hood and what getting out means. I can fix this if I return to my original notes and communicate this properly in playtests.

VII.
Trust mechanics? I see these in a lot of similar games and I've wondered about adding to mine. (No one has directly suggested these, just my own curiosity.)

Response.
FCUK THAT! My models at the start of designing were "Joey the Hitman," "The Mechanic" and "Hitman: Codename 47." These people are already beyond morals. They do not show remorse or confusion. This is a job. My players are allowed to glory in being a person who has trained themselves to kill. Forgive me Father.

If I remember to set up the network concept, the players recognize they don't trust each other. They use each other. "You have to trust me" should be followed by the thought "where's my money?" They don't need to be at each other's throats so long as they have the common goal (everyone suffers if the job fails.) They are not required to do anything more and can get more money by doing more of the job. If they want, they can share at the end, but too much camaraderie needs to be discouraged by the risk v. payoff. More immediate danger of failure may help this as players recognize who takes point and who does not.

VIII.
How to be a Total Bastard. The GM had no bite in the first iterations of the game. The GM now has more ways to strike at the players, creating increases in difficulty, making players acquire liabilities that will hold them back later in addition to GM assaults on preparations. The GM uses Risk tokens to call on these effects. In my first game, the solo play, I didn't get many more than the starting tokens and in the party game, I had too many and not enough time to spend them.

Response.
In the hands of a sadist, this may be enough. I don't really fall into that category when running CW. I need to take the option of being a bastard out of the GM's hands and make the rules do it. Maybe secretly distribute the GM's Risk tokens ahead of time, as the job is being created. They are fixed to events and the player who steps on them is hit by the trap. Possible bonus: If they beat the confrontation, they collect the token and THAT tracks their reward.

The GM must also be allowed to trigger liabilities, increasing the threat they represent.

Maybe the GM needs to be able to lure players off the job in addition to pushing them. Then again, maybe not. If the debt threat is high enough, dropping loyalty to the client may mean a quick turnaround into being a target.

_____

I'd like to thank everyone for their recent playtesting help, both at the con and before: Aly, Tim, Don, Jo, Blake, Brett, Jon, David, and . . . Oh sh*t. Blake, please save me here. I have her badge number and a blank where the name should be.

As always, the indie round table is a great source of ideas. I went through a great deal of trimming and it seems a lot of useful ideas hit the cutting room floor. I'm going through that mess now.

My run of Don't Rest Your Head was a well developed story I felt. Suitably spooky and so engaging I entirely forgot my promise to keep it brief since it was a midnight game. Oh well, sleep is the enemy of fun.
 
 
Russell Collins
22 January 2008 @ 12:02 pm
Cloverfield  
I expected to be disappointed. I was not. I was enthralled.

Minor quibble. Maybe a SPOILER for people who haven't paid attention to the trailer.

What is with the closing music? No slight against Mr. Giachinno, but this was an entirely new breed of monster movie. The 10 minutes of "Godzilla vs. The Martians: Steel Cage Match!" was out of place and upsetting to me. I'm sure it was what the director wanted, but it killed the closing mood for me. Maybe that's what it was meant to do. Lighten it up a bit. Well, he wrote the music well. It's just too bad it had to be there.
 
 
Russell Collins
16 January 2008 @ 11:37 am
Gunshots by Computer - Contract Work at Dreamation  
As I had hoped, two sessions of Contract Work are planned for the Saturday of Dreamation, the 26th. I will be running the game in the 2PM and 8PM slots. You can register for the convention here.

Contract Work:

So, you think killing someone is easy? Believe you me, pal, there's a lot more goes into putting some mobster down than just walking up to his front door with a heater. It takes risks, patience, craft, brutality, and money.

Lots of money. And if you're killing people for money, you must need it bad.

You got what it takes? Are you a Heavy Hitter, or just another punk getting sized for cement shoes?

This is part of an ongoing series of playtests for Contract Work. I'm pleased with the adjustments I've made since my last test, so please help me further refine them. What am I talking about? Come find out.

Also, for you night owls, I'll be running a session of Fred Hicks' excellent horror game of insomnia Don't Rest Your Head at midnight on Sat. Stygian: They never sleep. Neither should you.
 
 
listen:: Gunshots by Computer :: Saul Williams on Y34RZ3R0R3MIX3D
 
 
Russell Collins
03 January 2008 @ 10:47 am
 
For those of you who aren't already a part of the indie crowd/mob/gang/consortium/coven . . .

Come to the 2008 Dreamation gaming convention! Besides being a friendly convention of open-minded and rock-star gamers, Saturday will feature a(t least one) session of Contract Work. The convention goes from Thurs. the 24th to Sun. the 27th and is being held in Hilton Woodbridge in Iselin. (I've been told there is excellent Indian food to be had there.) More details.

Contract Work will run on Sat. either afternoon or evening slot. Maybe both if the lord smiles.

Development on the game has surged forward lately. With a real deadline and no classes to teach I've been able to give it priority. Some unnecessary rules have been axed, the GM has some teeth now, and the players have the opportunity to "deal" with loan sharks.

Be seeing you.
 
 
listen:: Drew Neuman :: Eye Spy (The secret score to the Aeon Flux cartoons.)
 
 
Russell Collins
14 December 2007 @ 01:56 pm
Sorrows: Betrayal  
Here's some Sorrows fiction about plotting, scheming, backstabbing, etc. The stuff that makes being an immortal courtier fun.

"Lady Cora! I must speak with you."

Cora turned from her attendants as the slight man pushed through the curtains of the richly decorated alcove. This was where she saw those of her claque who would be tasked in her service. To enter unbidden was insult enough, and to interrupt her conversation as well! This man was inviting pain.

"Yes?"

The man flinched. The ice in her response shamed him and he began to realize his rudeness.

"This task that M'lady Eleana has set me to may be of worth to you," he fell to one knee, averted his eyes in an attempt at supplication and held out a scroll at arm's length.

Cora sat motionless. Her attendants collected the scroll and passed it from hand to hand and then held it open on the table before her. She glanced down across the elegant script, signed by the much less skilled hand of Lady Eleana.

Attendants still write her missives. Even with the time she has had to perfect her calligraphy. Shameful.

"And how do you suppose that knowledge of her latest feud holds interest for me?"

He stole a glance upward. "Well. It is Rufus. A common foe to both you and M'lady. A man whose shaming will benefit you both. If he is defeated, he falls from the favor of his Lady Peinforte's claque and-"

"I am well aware,"

He cleared his throat. "M'lady has offered me a pittance to fight Rufus. I am looking for a better offer."

"You think that you are ill used? You wish to betray your Lady and her claque."

"Y-yes Lady Cora."

"And you will fight Rufus championing me? What assurance can you offer that you will win?"

He drew his dagger. Cora's attendants fluttered like a disturbed nest. They could not truly die, but murder was still painful and very inconvenient. It could take weeks for the soul to repair the body. He slowed his hand as one courtier brandished a small flintlock pistol.

"With this, I cannot be defeated."

A small crystalline stone hung from a chain on his dagger's hilt. A tear of the Empress. Cora was impressed. A fool like this has earned such favor from Eleana that he would be entrusted with the power? There is more here than he would have me know. And, if he should still lose, then Rufus' victory will no doubt mean a murder painful enough to pay for his impertinence.

"I shall double what Eleana has offered you. No more."

"That is more than fair Lady Cora!" He rose from his stooping posture and restored the dagger to his belt.

"You should know however, that I have a much longer memory than Lady Eleana. You will not suffer lightly should you betray me in such a fashion."

"Of course!"

She held out her hand. He approached with reverence, filling the space vacated by courtier attendants who watched him with suspicion. He kissed her ring and felt the stone burn his lips for an instant.

"I go now to do your bidding M'lady."

"My. Lady."

"Yes. All apologies My Lady."

He bowed again and retreated from the alcove. Soon the buzzing of Lady Cora's attendants filled the air again.

---

In the corridors below the great hall, between candle and lamplight, Rufus found Mervin.

"I have heard we are to be engaged in single combat?" The large man rumbled.

"Indeed sir, we are. You are now my mortal enemy. A foe to whom no quarter shall be giv'n!"

Both men burst into uproarious laughter.

Rufus caught his breath first. "And so I shall fall, before your mighty blade!

"Too long have I been Peinforte's general! A leader of men who care more for polishing their armor than charging against the foe. Once I am 'defeated' Peinforte will no doubt remove me from her claque for shame, and I shall be free, and by no treachery-"

"That she knows," Mervin said.

Rufus clapped him on the back "Yes! I can then find my way into the graces of Cora, or Henrietta. Ladies with legions of true warriors. Men and women begging for my brilliance on the field!"

"So, 'til we meet in the hall, for our duel of honor?"

"Until then, Mervin."

They each left by the way they had come, and it was not until they were well away from earshot before Alicia stepped from the shadowed portal.

---
Rules about this stuff should be ready soon.
Tags: ,
 
 
Russell Collins
14 December 2007 @ 11:37 am
My name is Lord Reginald Ashford, and this is my boom stick!  
Even knowing little about this, I want to play with it.

New steampunk zombie horror RPG

Of course, I need to check out the system first. I may just raid it for source material. Hit location tables, though gruesome fun, can slow combat to a crawl. I hate that.
Tags: ,
 
 
listen:: Doomsday Clock :: Smashing Pumpkins
 
 
Russell Collins
04 December 2007 @ 02:36 pm
No More Heroes  
This may be the entire reason I bought a Wii.




We'll find out in February.

If this game is as good as it looks, then GOD OF BULLETS has to be my next project. After Contract Work, of course.
 
 
Russell Collins
27 November 2007 @ 12:40 pm
Aliens of Argaiv  
Dr. Crawford ran up the walkway to the lab doors. Her bedroom slippers squelched in the puddles and she pulled her bathrobe tight to ward off the cascading sleet. Wind tore the knob away from her hand and the crack of the door against the wall ricocheted down the hall.

Madison's head popped out of the communications room. His face picked out in the cathode glow that was the only light in the building.

"Doctor! I didn't think you'd get my message in time."

"How could I let this slip me by?" Dr. Crawford elbowed past. "When did the signal come through?"

"This data coming back from the distributed network was originally received by the telescope two weeks ago. We had high hopes, considering the relative organization of pulses in the base signal."

Crawford leaned in toward the screen. Characters began to scroll into view. The radio transmissions of other galaxies coalesced into words. Contact with another intelligent race of beings!

Crawford read aloud: "B1g news of nu 1nv3stment oppor-

"Dammit! How did this get through our spam filters?"

Madison shrugged and looked at the floor.

"Fine." Crawford pushed back from the monitor. "Just put the Denaraes cluster on the blacklist." She left wet footprints behind as she walked back to the car.
 
 
Russell Collins
05 November 2007 @ 02:12 pm
Try it Doctor, it's as easy as Pi!  
Just a reminder, Nov. 17th, 12 hour marathon of The Master in honor of my approaching regeneration. Pizza and soft drinks. Bring anything you'd like to share.

If you haven't already, I'd appreciate an RSVP. That way I'll know if I need to knock out a wall to make room for everyone, or something.
 
 
Russell Collins
31 October 2007 @ 07:51 am
Halloween!  
I'm happy with my costume this year. A little blood, a syringe full of green goo, and a few hours of watching Jeffrey Combs. Voila! Herbert West! As portrayed by Jeffrey Combs, yet dressed as H P Lovecraft envisioned him; a turn-of-the-century doctor.

See for yourself:


Just a simple injection of my reagent . . .


Well. That was certainly exhilarating. And has given the laundry lady a real challenge.

Both photos by [info]lady_tyrael.

I got to show off this little get-up at [info]hollow_01's parlor gathering and took home the Samhein King award. Two years in a row. Heh.