I may have bitten off more than I can chew. Maybe not. But hey, here's a wonderful outline of the reason why I'm currently panicking but excited for the upcoming week...oh, the stuff to do...and I'm not even at GenCon! Which is a good thing because then I'd be even more busy........
It's an absolutely wildly bonkers idea to mix creative storytelling with the mechanics of a game; that's why I made a blog to do just that. Ludicrus Gaming is my lair of mad gaming science. Tread with caution.
Sunday, August 18, 2013
Update: HALP!
Scribbled by
Andy Hauge
I may have bitten off more than I can chew. Maybe not. But hey, here's a wonderful outline of the reason why I'm currently panicking but excited for the upcoming week...oh, the stuff to do...and I'm not even at GenCon! Which is a good thing because then I'd be even more busy........
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update
Saturday, July 27, 2013
Review: Heroine RPG by Josh Jordan
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Andy Hauge
Hello again! Perhaps I do stand a chance at getting the blog updated semi-regularly now. This time around, I'm reviewing +Josh T Jordan's game Heroine. (PDF is found here.) It's an RPG that gives players roles in the story of a young girl who enters a strange Other World (think of The Lion, the Witch, and the Wardrobe or Alice in Wonderland) and is challenged with saving it by growing as a person.
(As full disclosure, I received an electronic copy of Heroine for review purposes.)
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indie rpgs
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review
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storygames
Monday, July 22, 2013
Character Building: Torchbearer!
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Andy Hauge
So, here's another "Character Building" post! This time around, I'm actually doing it with a pragmatic motive in mind. See, I'm gonna be playing in a game of Thor Olvasrud's Torchbearer, a dungeon-crawl homage that's a hack of Mouse Guard. It streamlines the rules, and brings the genre back to a survivalist, claustrophobia-inducing adventure scenario. If you make it out alive, you might manage to grab enough loot to make it all worthwhile. That sounds awesome.
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character building
Saturday, July 6, 2013
Becoming: an RPG of Legends
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Andy Hauge
Becoming is a pretty sweet game. I'm just gonna say that off the bat, and because it's past 1 AM here, I'm gonna keep it brief for all of you. (Getting in a quick post before I head off to CONvergence, wot?) It recently funded, and they're looking for a little more money for an awesome stretch goal. So get over there and check it out, once I explain why.
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indie rpgs
Tuesday, July 2, 2013
Character Building: The One Ring RPG
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Andy Hauge
Hello all! This time around, I'm doing a post that I call "Character Building". I've decided that now that I have a huge load of game systems on my shelves (and in my "RPG" computer folder), I should get better-acquainted with them. So begins these posts, wherein I take a game system and create a character for it. I'll start with systems that I don't really know all that well, so this time around--it's The One Ring.
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character building
Tuesday, June 18, 2013
Update: What I'm Hammering Out
Scribbled by
Andy Hauge
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design
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storygames
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update
Sunday, June 9, 2013
dSection: And Then I Take My Turn...
Scribbled by
Andy Hauge
So, hi. That went nowhere fast. One weekend, I was at a con, then I came down with a case of "con crud", and the next week, I was off at a hospital helping to install and run tech support for my company's software. Now I'm back! Let's hope that I don't stay away quite so long next time. This time around, I'm covering Hollowpoint's unique initiative system, looking at how it encourages quick, violent action. As before: this is NOT playtested, and is possibly horrendously out-of-balance because it whacks up some core ideas in the game. I tinker; it's what I do with this post. Tinkering with things generally makes them blow up.
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combat
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dsection
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hollowpoint
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Saturday, May 11, 2013
dSection: Escalate! Escalate! Escalaaaaaaaate!
Scribbled by
Andy Hauge
I am so sorry for the horrid pun. "dSection" is an idea that I had a while back that I'll probably carry out for a few posts. My intention is to have a series of posts where I delve into various games, dissect out an element from a game's rules system, and then discuss how to apply it back into D&D, as a model for how to do it with a more traditional game. I'm doing that because D&D is a nice baseline that everyone in the hobby knows and can relate to. For the debut, I'm gonna take a closer look at part of Vincent Baker's Dogs in the Vineyard. As one last note: this has not been playtested in any way. Mostly, it's my mulling over an idea. So take that into account if you've got critiques; this is more about the base idea, and not the details.
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dogs in the vineyard
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dsection
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Wednesday, May 8, 2013
Ludicrus Gaming: Why This is Ludicrus
Scribbled by
Andy Hauge
Hello there! I'd imagine that most of you folks are coming here from my old blog, The Player's Side of the Screen. You might be wondering a few things. Most importantly, why a new blog (and name)? Of secondary importance, what the blazes does "Ludicrus" mean; am I just a bad speller? The answers to both of those are, unsurprisingly, linked. So sit tight, and let me lay it all out for you: what Ludicrus is, and why I deemed it necessary to shift things up a bit.
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abstract stuff
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indie rpgs
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storygames
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