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State of the Shininess Address 2016

October 27th 2016 marks the one year anniversary of Shiny Games as a company. This first year has both gone quickly and seemed to last forever; the Shiny Games Dream has certainly evolved a great deal over that time. The first anniversary therefore seems like a great opportunity to stop for a moment, take stock of where we are and think about where we want to be in the future – welcome to the State of the Shininess Address 2016.

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The Development Mode and Modern Age Roleplaying

You might have seen references to the upcoming Monte Cook Games RPG Invisible Sun over the past week. I wasn’t consciously aware of it at first, but I saw it around on social media in my peripheral vision. As I became increasingly aware of it, I thought I should find out more. I saw it was billed as a fantasy roleplaying game that meets the demands of modern age roleplaying… interesting. However, the more I looked at information about Invisible Sun the less I felt I actually knew – until I read about Development Mode.

When I read Monte’s Changing the Way We Play article I started to get it; specifically, I was intrigued by the idea of a ‘third mode’ in RPGs. Whatever we call them, all roleplayers are familiar with Action Mode and Narrative Mode. The former is any time we’re carefully controlling the passage of time – using combat rounds or turns. The latter is any time we aren’t, because the exact passage of moments isn’t important to what’s happening in the story. Development Mode, this third mode, doesn’t even take place in the game session itself. As Monte Cook points out, Development Mode isn’t a new thing. Roleplayers have been doing this since the dawn of RPGs, but it’s never had a name before, and names are powerful things.

Development Mode

My first memory of Development Mode was walking across the school fields aged 12. The GM and I were hammering out the background of my Dragon Warriors Knight character. Actually, he was telling me the cool ideas he’d had and I was reluctant to accept them; I didn’t say that we were doing Development Mode well. In the end we came to a mutually acceptable compromise, but at least we’d been discussing character background and story.

By late teens/early 20s we probably spent more time in Development Mode than we did in actual game sessions. Plenty of time was spent discussing the game, character backstory and what they would be doing in downtime. Often however, we didn’t appreciate that we were actually playing a valuable part of the game. Even that concept seems backwards now, because it shouldn’t really be about what we we’re doing for the game; surely it’s more important that the game was working better for us, because it was fitting in with our lifestyle.

Invisible Sun

I still can’t claim to know a lot about the world behind Invisible Sun, but I understand now what it’s about. This game is designed to work for gamers rather than force us to fit into its way of doing things. Important aspects of how we play are given names and codified into the game system – like Development Mode. The background contains reasons why characters will fade out of the game ‘into shadow’ when their player can’t make a game session. There’s no need for convoluted reasons for characters to suddenly go missing at crucial times.

In addition, using Development Mode an errant player and the GM can catch up during a side-scene. Together they can work out what they might have been doing during their absence. This allows players to still contribute to the game when they can’t make game sessions. If none of you can make game sessions the game can be carried on through side scenes alone.The game is therefore kept alive through awkward periods (such as the Christmas break) with everyone still involved and invested even when they can’t meet up in person.

Lessons Learned

If all that sounds like a game you want to play, then Invisible Sun is available on Kickstarter until 16th September 2016. It isn’t particularly cheap, especially to us UK gamers still struggling with how little our pound buys abroad now. The lowest pledge level at $197, and yet I’m sure it’s worth every penny.

What I’m more interested in here is how we can apply these concepts to all our other games. Invisible Sun may have streamlined its systems to work as well as possible for modern gamers, but many of the ideas we should be able to incorporate into our own games with minimal effort.

Consider the way we finish our game sessions currently, perhaps with the words like “Right, we’ll finish there for now unless there’s anything anyone wants to do.”. The energy of the game is moving towards ending, to be picked up at a set future time.   What of instead, we said “Right, we’re now in Development Mode. Email or Skype me what you want to get up to and we’ll involve other characters as necessary”. Having a game specific app like Invisible Sun is a great idea, but most of us have generic technology available that can facilitate the same kind of interactions on a basic level.

I’d love to know what others thought of this method of running games. Is it a great way of perpetuating the game between tabletop sessions and keeping it alive? Alternatively, would it be an imposition on real life and just get in the way of work and family? Personally its something I’m excited to try out, because in a world were there’s less and less time to sit down and role-play, the idea I can roleplay more without having to stop doing other things is pretty amazing.

 

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UK Games Expo 2016

UK Games Expo 2016 LogoI was fortunate to be spending this past weekend at the UK Games Expo 2016 – three days of games and gaming people in a huge hall and an entire hotel, all in wonderful summery weather! There were truly too many great things going on to mention them all here, so I’m not going to try; instead, this is a summary of the things that stood out for me and that hopefully will interest you too.

Esdevium Retailer Summit

The day before Expo-proper began, the distributor Esdevium held their annual retailer summit at the NEC. This was an opportunity to talk to Esdevium staff, other retailers and games publishers, and for games companies to tell us what was coming in the future. A highlight for me was talking with Christian Petersen, the Founder and CEO of Fantasy Flight Games, and discussing the role of online retailers in gaming – but that deserves a whole blog post of its own. Continue reading UK Games Expo 2016

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Knights of Dice Scenery in the UK

The preorder for Knights of Dice scenery ended on Wednesday 24th February 2016. You can still get Knights of Dice Buildings from Shiny Games, and several new lines have been added since this article was written. Look at the webstore’s Knights of Dice Category to find out more Some out-of-date pricing information has been removed from the listings in this blog post, but the text remains unchanged.

If you haven’t seen Knights of Dice scenery then it’s worth checking out. Made from MDF with plastic and card components, they have some really impressive buildings to choose from. There’s a great range of American-style buildings called Sentry City, with a cool early-mid 20th Century feel. As if those weren’t enough, the accompanying Chinatown range will make your miniatures feel like they’ve stepped onto the set of Big Trouble in Little China.

Knights of Dice Chinatown cityscape

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3 Reasons the X-Wing Miniatures Game is perfect for busy gamers

X Wing Miniatures GameThe X-Wing Miniatures Game from Fantasy Flight Games is something that interested me since it came out in 2012. Probably like most miniatures gamers I’m a huge Star Wars fan, but there are a lot of Star Wars games out there and only so much time. This one managed to slip by until recently, but now I’m a definite convert – and if you’re a busy gamer who can’t quite find the time, here’s three reasons why you should too (it was going to be five reasons, but as it’s aimed as busy people we cut it down to three – you’re welcome) .

1. You already know what the X-Wing Miniatures Game is about

This might be stating the obvious, but you already know everything you need to about the Star Wars universe*. So many games are difficult to get to grips with because you don’t understand the background (or ‘fluff’ as people seem to want to call it these days). You’re not sure who the factions are or why you should care about them. Continue reading 3 Reasons the X-Wing Miniatures Game is perfect for busy gamers