That Speaking Thing

No, not RPGBaby’s speaking. While she coos a lot, she is only speaking in my wife and my heads, and we get to make up the words. This is about public speaking, as we have opened SIEGE for speaker requests. I can’t even begin to count the number of presentations I have given at conventions, or even the number of conventions at which I have run my mouth. Heck, the con badges I have saved fill up several boxes, and most are long gone.

At times I have considered what it would be like to just run my mouth for a living, following the convention circuit, telling executives how gaming can save their lives, and surviving on hotel chicken dinner banquets. I never went that route, preferring to go to the cons I liked rather than the ones that would pay me. As a convention organizer, I hear from a number of them, and I am usually less than impressed with the general speaker for hire.

One friend of mine has, however, done it right, mixing a strong knowledge of game development with a real understanding of business culture and the regular need for culture change. Scott Steinberg still has a game industry focus, but he now takes that to all kinds of companies and events (Singapore parenting?). He’s done the traditional speaker things (books published, consulting established, videos up), but his best work has been on games and technology.

First Words

So, I have been using “Stories from the Age of Sleepy Parents” as RPGDad’s motto, but other catchphrases have been bubbling up (much like my daughter’s milk after a good feeding). I would love your feedback on the following, but don’t do it here. Instead, I have taken over the far-too-infrequently used RPGDad hashtag and would like to try out that new-fangled Twitter thing.

Tweet a cut-and-paste of your favorite (or much-better creation of your own) to #RPGDad. Everyone who does so earns at least 25 experience points 🙂

Mottoes for Your Due Consideration:

  1. Equipped for Anything … Except This
  2. For Truly Epic-Level Encounters
  3. Nurseries and Nappies 1st Edition (my wife vetoes Nurseries and Nipples)
  4. Sleepquest
  5. World of Wetcraft
  6. Raising Gnome Illusionist-Barbarians since 2015
  7. Age of Reckoning
  8. Because Chaotic Silly is an Alignment
  9. Elemental Plane of Poop
  10. Fallout, Over and Asleep
  11. Fading Memories
  12. Leveling in Love, not Sleep
  13. Critical Hits to the Heart
  14. Minidings and Megapoops
  15. SIEGE – Sage Infant Enjoying Great Experience
  16. RPG – Real Parental Games (Not, as has been suggested, Revolting Poo Goo)

I look forward to your tweets!

Mad Baby Skillz

While level-based systems do well explaining some aspects of childhood where we can make great progress all of a sudden, like turning over and breast feeding, most of our skills advance slowly and methodically, like Donald Trump’s hair piece taking over his brain.

In adults, these skill progressions happen slowly. For instance, most adults have thousands of hours experience driving cars, but many have failed to develop any skills beyond causing other drivers to wet themselves while texting and driving. We have spent thousands of hours online, yet people still fail their gullibility rolls when it comes to Nigerian princes, Microsoft giving hundreds of dollars to people who like its Facebook page, or king.com games being fun.

In babies, however, we can see these advances happening before our eyes. For instance, tummy time is an important skill development system for newborns, where they learn to use their muscles, raise their heads, and even crawl. Sage had quickly leveled in the critically important Baby Turn Over class, but it is hard to see that advance. Day one she turned on her side. A couple days later she turned on her belly. It’s not like she spent hours in between rocking from side to side, slowly increasing her degree of rotation while humming “Turn, Turn, Turn.”

On the other hand, watching her advance in Lift Head, I got to see her make minute progressions. One moment in Tummy Time her head was flat on the quilt, eyes darting around. The next she raised her chin and dropped it again. Bit by bit she raised it more and more, eyes becoming more fixed and determined. Finally she could hold it up for several seconds before it fell back to the quilt.

For the next several days, we got to see the Lift Head skill in action. At first, she clearly had a 25-percent chance, as she would succeed about once in every four attempts. Then it increased to a 33-percent chance, and now her character sheet shows her having a 42-percent Lift Head skill, and every successful use of the skill clearly gives her an opportunity to increase her chance of success.

The crucially important Giant Smile skill is another example of continuing skill development. Sage got her first few crucial skill rolls in Giant Smile courtesy of the Intestinal Gas trait, but it was not too long before she was trying to form them even without the benefit of internal tumult.

My wife and I debated whether the new smiles were in response to positive stimuli or just her trying out facial muscles, until last week when I was holding her, and my wife snuck up and kissed her on the cheek. Sage’s head swiveled immediately, and when she saw her mommy, a smile exploded across her face.

IMG_20150727Smile

Yes, a natural 20, critical smile hit to the heart!
I remember experiencing this skill progression (and some smiles) early with roleplaying games. I was in elementary school when Runequest came out, which explicitly made this connection. The easiest way to increase a skill was to succeed at it, though characters could also train up. For Fading Suns, we added the idea that failure could also lead to success. We recommended that gamemasters encourage players to spend their experience advancing skills they have attempted, whether they succeeded or not. This encouraged players to justify their characters learning from failure as well as success – a critical part of being human. After all, if we had to wait to succeed at something to get better at it, many of us would never make any progress.

Warren Spector to Keynote SIEGE

We announced today that Warren Spector would be one of our SIEGE keynote speakers this year, and that announcement got us a fair amount of attention. Warren has earned a great deal of acclaim for his work on computer games like Deus Ex and his role as an innovator in game education. However, I still think his greatest work in games precedes his time in the digital realm. For instance, of all the TSR games, I played far more Top Secret than I did Dungeons and Dragons, and his work on Top Secret/SI finally made the game playable. However, one game of his really stands out as some of the best gaming experiences I ever had:

Toon