13/1/10

Buf!


Esta vez ha sido mucho tiempo ... aunque la verdad he estado bien ocupado :P

Tampoco es que tuviera mucho que escribir, aparte de tropocientos juegos nuevos y mis idas y venidas con los juegos de rol. Que si me gusta True20, que si no, que si D&D4, que si no ... que si vengo , que si voy :P

Vamos a resumir un poco mi situación actual con los juegos de rol:

Creo que no tengo las ideas muy claras XD vaya sorpresa eh?

No, mi experimento de crear mi propio sistema no funcionó ... es demasiado trabajo por muy poca recompensa. No creo que ni se lo leyeran mis jugadores.

Estoy atado a permanecer jugando con algún sistema actual. De todos el True20 es el mas flexible y que me permite jugar a mas cosas ... pero parece un poco abandonado y ademas no tiene ningún escenario que me encandile.

Y eso es un problema.

Cuando eres el único que conoce el escenario (por que básicamente lo has inventado tu) el mundo pierde mucha perspectiva y los jugadores no saben muy bien como meterse en ella. Las sesiones de rol están sucedidas de preguntas sobre como es una cosa u otra ... ya veces descubres que te contradices y tal. En general es un coñazo ... por que claro, no hablamos de un entorno medieval con 4 elfos y enanos que se llevan mal y luchan contra una amenaza sombría ... no.

Tenia que ser todo un puto universo con conflictos político-teológicos, con nuevas tecnologías, con nuevas razas extrañas, con ideas raras, etc :P

Por otro lado está el D&D4, que como juego me gusta ... y hago partidas con el, pero que sinceramente ... los de WotC no saben que clase de juego tienen entre manos. Como les paso en 3.x han creado un juego que tiene muchas posibilidades y se quedan en derribar puertas y matar monstruos.

Joder, todo lo que hacen es tan lineal, tan powergamer, tan saja-raja ... -_-U ¡Madurad un poco ya!

Me compre el modulo de La venganza de los gigantes .... conceptualmente parecía guai, sabia que tendria trabajo adaptando y quitando encuentros, y tenia unos cuantos desafíos de habilidad por enmedio que prometian algo mas que lucha.

Que mal ....

Creo que los yankis lo llaman railroading ... es decir, les pones unas vías en los pies a los jugadores y a seguir pista. Vaya mierda de skill challenges que encima se pasan por el forro de los huevos sus dos guías de master que han escrito (pero es que no se leen lo que escriben???)

Lineales, sin capacidad de rolear, sin capacidad de decisión, es en plan "lanzad diplomacia" "ahora percepción" "ahora arcana" "bien, lo habéis conseguido!" ... ¿Que puta mierda de encuentro es esto?

Como digo, parece que no se lean lo que escriben -_-

Por otro lado está Neurospasta, que hable en el ultimo post del año pasado ... el escenario simplemente me encanta. las ideas, el desarrollo de todo, las posibilidades que pueda conllevar ... me encanta.

¿Las normas? No lo se, tengo que probarlas del todo ... parece un poco mas rápido que el D&D4 normal con sus cantidades masivas de puntos de golpe, y viene con algunas normas opcionales para hacer el combate mas duro aun ...

Me lo voy a comprar, lo juegue o no ... pero si sale me lo compro, aunque solo sea por el escenario. Y de momento, aquí va un trozo de texto del manual que habla sobre las nuevas consciencias ... simplemente me encanta ^_^

When the SEED prototype was revealed, it was advertised as the greatest single advancement of mankind since the internet, not in as much as the breakthroughs of cybernetics and nanotechnology but in its potential effect on the human race. Before, internet users were limited to sharing clumsily worded blogs or ineffectual data bursts of 140 characters. More devoted supporters would upload and share video and music files across massive social networking sites. With the SEED, such archaic social circles became obsolete. Not only could every brain be a hub of social interaction, but there was no longer a limit on which human senses could be conveyed. With the SEED's capacity to record incoming stimuli, new networking sites that popped up strained the bandwidths of current internet providers. By then, traffic had already reached a point of hundreds of petabytes of data being moved across the planet every minute. The entire planet would have to share the workload to meet the demands of the new generation. There were few networks which were rooted entirely in one location, facilitating the demand for even more powerful central computers, which led to gargantuan servers like MCP and SIM. With a free and virtually unlimited refuge of data, the amount of uploadable information skyrocketed, which resulted in even more consumers purchasing and installing SEEDS. The majority of this uploaded information came in the form of human memory, which users were recording and uploading at an alarming rate. Not just the venue of pornography, these "memory-swaps" grew in size as people began uploading their vacations, sports victories--any event that someone else could find entertaining. Eventually, even the mundane found demand. Some users got to uploading every single moment of their lives, in some insane drive for immortality. A user wishing to access the memory need only stream it from the site and experience it as fresh as if he or she were living in the moment.
The fear emerged that people would stop living their own lives and the true progress of civilization would only experienced by a handful and shared with the mindless masses. They would unplug themselves from their more interesting surrogate to eat and sleep and resume following the loves and pains of the one that actually lived. A later modification made the addition even more alluring, when a brilliant programmer by the name of Akira Okuda developed the TCA protocol. Okuda had attention deficit disorder and had grown impatient with his streaming memoires. The Time Compression Algorithm software became standard with GNOSOS 1.2. Okuda had calculated how fast a human being could receive and process a memory and developed a system which streamed the incoming memory much faster than real time. To the viewer, the memory appeared normal and the experience was "lived" in normal time, but when disengaged from the memory, less than a fifth the time had actually passed. Now the concern would be that people wouldn't make room for their own memories, only download more from others.
The eventuality that did occur was not expected. Although millions of people would download memories daily, most of the time, the memories they preferred to experience were their own, which they would replay from home servers. Many times, instead of downloading new memories, they would repeat older ones personally experienced over and over again. This new addiction was unforeseen and psychoanalysts attempted to classify this dependence. It was easy to identify why an individual would prefer their own memories over others, but to spend their lives repeating those over and over confounded many. Even today, vast numbers of people world-wide stopped forming new memories, merely reliving events of their youth. This addiction was eventually called Pervasive Reminiscence Replication Disorder (PRRD).
Y hasta aquí dejo el texto ... que aun sigue mucho mas, con mas detalles y mas ... diversión ^_^.

Bueno, para no escribir en ... yo que se cuantos meses, este post servirá no? XD