PegamooseG's Blog https://pegamoosegames.com/blog/ Thoughts on gaming and the development of Pegamoose Game's virtual table top game engine. Wed, 30 Oct 2024 16:48:16 +0000 en-US hourly 1 https://wordpress.org/?v=6.6.2 https://i0.wp.com/pegamoosegames.com/blog/wp-content/uploads/2023/02/PGLogo-3.png?fit=32%2C23&ssl=1 PegamooseG's Blog https://pegamoosegames.com/blog/ 32 32 230848701 Writing RPG Adventures https://pegamoosegames.com/blog/2024/10/30/writing-rpg-adventures/ Wed, 30 Oct 2024 16:48:16 +0000 https://pegamoosegames.com/blog/?p=107 This weekend, a couple of friends traveled halfway across the country for a visit. These friends are the ones who invited my wife and I to play Pathfinders, our first IRL RPG adventure! We play remotely, including our son and daughter, who join us by taking a break from their college lives. One of the […]

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This weekend, a couple of friends traveled halfway across the country for a visit. These friends are the ones who invited my wife and I to play Pathfinders, our first IRL RPG adventure! We play remotely, including our son and daughter, who join us by taking a break from their college lives. One of the friends is my old college roommate, who has been playing RPGs for decades! His wife started GMing our game, and did a fantastic job for her first GMing experience leading the campaign. He took over once the story advanced sufficiently enough where the GM role needed someone with greater GMing ability.
During their visit, we introduced them to Dice Throne, and they quickly became fans of the game. We started with Dice Throne Season One pack of characters, and later played characters from the first pack of Marvel characters (Thor, Loki, Mile Morales, and Scarlet Witch). As we played, we discussed making up other Dice Throne Characters, and how such characters could be used in an RPG session. Put a pin in this for a moment.

 

Another moment, during a bit of downtime over the weekend, my friend was writing on his laptop. As a curious writer, I asked what he was working on, and he told me he had an idea for an adventure module. This is not his first module to create. He had briefly told me about writing other adventures played with his kids or one of their other RPG groups.

 

This got me thinking about how modules are created. My RPG experience is very limited. Most of the RPGs I have played have been on the computer or a video game system. I grew up fascinated by D&D, but had never successfully put a campaign together, and joining an existing one was nearly impossible. So, my experience with RPG modules is mostly from this current and recent group playing Pathfinder. What the heck do I know about writing RPG adventures?

 

I find the challenge of attempting to write one intriguing. For one, it satisfies by dual passions of fiction writing and game design. Also, it is a new form of writing I might like to experience along with a Choose-Your-Own-Adventure style of story. If I were to accept this challenge, where would I start? I started with a Google search, which was not too helpful. Each article I researched had basically the same seven or so steps, and did not provide much detail on the elements for designing a module. Setting that all aside, how would I create it based on my experience as a fiction writer, and my experience from our on-going campaign?

 

When I start writing a new story, I start with an idea. The idea becomes an outline. From the outline, I flesh out more of the details, and begin writing the story. After rounds of edits, the story is ready to share with others. How can a similar approach be translated to  crafting RPG Modules?

 

To write a module, I would start the same way: with an idea and an outline. The outline needs to highlight key points of the story. I need to provide stepping stones in this story world, leading the players to each of these key points.

 

Going off on a slight tangent, many years ago, I tried my hand at creating Interactive Fiction (i.e., text adventures) using Inform. This attempt was “Motel California” where you could check out anytime you like, but had trouble leaving due to the player’s missing their car keys, wallet, and luggage. The player explored the motel, and interacted with various crazy visitors who were not entirely helpful. I imagine writing an RPG module similar to creating this text-adventure. Everything (characters, rooms, items, scenarios) needed layers of details which could be revealed when the player completes certain tasks. That seems similar to our Pathfinder game. The players enter a new area, perform a perception check, gain information, and proceeds to interact with the details revealed by the GM.

 

In a story, the author creates the main character. The story is under the author’s control, because there is control over what the character does. How does the author account for characters beyond their control? How do you write in guardrails to make sure the players stay on task, and don’t do anything too crazy?

 

During one part of our Pathfinder adventure, one of the player-characters got too aggressive and killed one of the NPCs we confronted before we could get answers out of the guy. Some scenarios, like this one, could be anticipated. The NPC is aggressive and the party defends themselves. When the party defends themselves too well, how can the module provide other ways of conveying the necessary information to advance the story to the next stepping stone? Maybe the NPC left behind a journal or letter providing enough details. If the party torches the place, too, the module may need to prompt the GM to creatively convey certain plot points to the party in order for the story to advance towards plot point. Maybe the village sheriff shares details of the on-going investigation, providing enough clues to progress the story.

 

With my limited experience of how modules are constructed, I wonder how much of these sorts of details should be included? I think some of this can be handled with enough world building and with game mechanics.

 

Over the course of our Pathfinder game, the GMs have provided a bit of the behind-the-scenes details of where the party should be before advancing to the next chapter of the story. In some cases, when we did not advance sufficiently enough, the GM would basically send us on a side quest to catch us up, and then loop back to the main storyline. This reminds me of games like Legend of Zelda or Metroid where the player must require a certain item or skill in order to gain access to a specific area. In that side quest, we not only gained enough experience and money to meet the chapter criteria, the GM provided us an opportunity to help solve one of our trickier obstacles needing to be addressed before progressing the story.

 

Part of me worries about creating a module, but not accounting for a completely rogue party. Is it necessary to account for that? What happens when the players refuse to go down the correct path and wander off elsewhere? What happens if the party declares, “I’ve had it up to here with these Mother Hubbard Snakes on the Mother Hubbard Plains! I’m going to the Big City to make my fortune instead!” The author could make suggestions on what plot points to hit, but if the party refuses to follow the story, I think it is up to the GM to slap them around with a dragon to say, “Are we doing this campaign, or not?” The GM should have enough information to be able to convey important plot points to the party to guide them back on track.

 

This is one of the challenges I encountered creating Motel California. How much details needed to be provided? I made sure certain hints were available in key locations, like a menu in the motel rooms talking about the restaurant’s specials. For players attempting to order food not on the menu, there was a generic “We are out of X” message. The other thing, and this is like the key point guardrails mentioned above, is that certain scenarios were not revealed until specific criteria were met. That’s the way most of the puzzles worked in that crazy motel. You couldn’t get your car keys from the bottom of the swimming pool because of the hippos in the pool. Since the game did not include combat, the player needed to find marbles to feed the hippos, which Bag of Marbles was an item on a menu in one of the rooms.

 

The author of a module might not be able to control the party, but it should provide plenty of relevant details to the GM. Even though the GM is not really in control, they are more of an omniscient narrator of the unfolding story. Even when the players do not do enough to get enough details, the module should highlight key details and encourage the GM to do what they can to keep the story headed in the right direction. So, in a way, the GM is like the story’s tour director. If the tourists ignore the scenery and do not pay attention to the guided tour, then they are not going to appreciate the journey as much as they could.

 

Our local library has a peer writing group to provide feedback for stories. I wonder how to go about play-testing a module. We have been on our Pathfinder adventure for at least a couple years. When I play tested Snipe Hunt, each game lasted anywhere from 30-60 minutes. I would think a beta reader could make sure the setting and props are sufficient enough in the module. In a way, it might need a read through focusing on the key plot points and if they are detailed enough to advance the scenarios in a logical way. As for play testing, it might involve more of what game-mechanics might be required, and if enough skills have been obtained by the group by various points. Earlier points might hint at what skills should be sought prior to an upcoming adventure. For example, assuming the party has advanced to this level of characters, how difficult or easy is the combat scenario? Or, given a more diplomatic scenario, would the characters be able to pick up on these key elements of the conversation? Knowing of certain chunks of the module, and how they might need different hand holding, the compartmentalization of the module might require a coordination effort to test in parallel by multiple beta testers.

 

I have known various RPG groups, but have never witnessed the end of a long campaign. With my limited knowledge of modules, how are the module’s ending(s) constructed?From what I know of a few groups of modules, they take place in the same fictional world. I doubt anything drastic happens to the fictional worlds at the end. But, I would assume there is the equivalent of a final Big Boss fight and a positive and negative scenario depending on the outcome. Or, is there only a positive outcome provided? If the party is unsuccessful, I would assume all the characters are dead and do not reach that happy ending. If all the characters run away, then they would need to repeat the Big Boss Fight. Is there a choose-your-own-adventure split to multiple outcomes?

 

One of the other suggestions I saw regarding RPG module creation, people encourage providing maps and pictures. If I were to write a module, I could see myself providing general maps, but I do not know if I would provide artwork. I think the author in me would provide enough details in the descriptions. Or, in some situations, refer to other, established material which does include pictures.

 

Before I conclude another long-winded blog, if you are interested in constructing RPGs I recommend watching videos from the Dungeon Masterpiece Theater YouTube channel, and another interesting video about the creation of Legend of Zelda : Breath of the Wild, explaining Nintendo’s Triangle Theory. If you have any other recommendations on creating RPGs or their modules, please share in the comments below. Also, feel free to point, laugh, and mercilessly correct me on any of my wild assumptions above.

 

Game on, everyone!

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Small Steps, Big Picture https://pegamoosegames.com/blog/2024/08/21/small-steps-big-picture/ Wed, 21 Aug 2024 16:27:08 +0000 https://pegamoosegames.com/blog/?p=104 I have big ambitions. Most of my projects are large with many moving parts. Whether it is a game engine for simulating tabletop games, or writing a novel or collection short stories, such enormous projects can feel overwhelming. I know I can only focus on the small pieces, one at a time. Sometimes, those little […]

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I have big ambitions. Most of my projects are large with many moving parts. Whether it is a game engine for simulating tabletop games, or writing a novel or collection short stories, such enormous projects can feel overwhelming. I know I can only focus on the small pieces, one at a time. Sometimes, those little bits do not feel like much of an accomplishment. Today’s blog is a reminder to encourage continuously taking those small steps, even when you don’t feel like you have moved a bit.

 

Feeling Small

 

I began Peggy many years ago. I had an early working prototype, but found making changes cumbersome. The UI did not feel right. I figured there must be a better way. So, I dismantled what I had and pondered on it some more.

 

Here I am, years later, not feeling like I have made much progress. Yes, I juggle Peggy with other project (especially my writing projects). Why do I feel like I am dragging my feet? When I do carve out moments to work on Peggy, am I doing enough? Th e questions build and self-doubt starts creeping in. Writers often encounter the Demon of Self-Doubt. Is this good enough? Why put myself through all this? Maybe I should scrap it all.

 

I reach a crossroads. Do I give in and give up? No! I fight that demon! I have invested too much thought into this. I believe in this project! I can’t give up!

 

Ok. If the project is so great, why procrastinate? What’s wrong? What’s holding me back? I get there are many project juggling balls in the air, but if I believe so much in my projects, why do I feel like I have made little progress?

 

All these thoughts and emotions have haunted my thoughts about Peggy…Until…

 

The other day, I worked on a small portion of the project, and realized its significance.

 

Small, but Significant

 

Peggy is a large project with many moving pieces. I have re-architected many pieces to improve the engine’s functionality. A recent decision involved a different way of storing and accessing game data. The other day, I wrote a small chunk of code as a prototype for accessing and manipulating such game data. It felt good to get what seems like a minor prototype working. I didn’t think much of it at the time. Later, as I checked in the code and updated my notes, I realized this snippet of code was not merely code practice. This bit of code was the golden ticket to opening up a huge portions of functionality. There is still much to be done, but this was a proof of concept of bigger and better things to come.

 

When working on such small segments, we do not always foresee these small changes leading to bigger breakthroughs. I started the day thinking I would just work on this sliver of code, not realizing it would be a catalyst for many more parts in the project. A hallway of doors threw themselves open, exposing all the possibilities!
Small, but Noteworthy

 

Project Peggy consists of gobs and gobs of notes, detailing all the features I will one day implement (quicker, if anyone would like to help (hint, hint)). Before my bootcamp, commenting my code was hit or miss (okay…mostly miss). Post-bootcamp, I realize the importance of documenting code.

 

How many times have you worked on something, set it aside, and when you returned to it, you forgot some of the details why it is the way it is? I know I have done this. I have left code either undocumented or sparsely documented. Or, I have a scene in a story, but did not leave myself adequate notes about how and why the scene was crafted. That self-doubt returns, and I begin to doubt what I originally did. What was my reasoning? What is wrong?

 

This doubt leads to code changes or scene rewrites. It’s not until after I start making changes, I understand why I decided to make it the way it was. If only I had left myself a small note with my thoughts and reasoning, I would not have taken this unfortunate detour, and then retraced my steps.

 

Thousands of little thoughts charge through our big ol’ brains, and we are bound to overlook something. It may seem trivial, but leave yourself little notes explaining to your future self not to muck with something that does not need to be mucked with. Or, if you craft it one way and think there might be a better way, make a note of that, too. Let your future self know you have doubts, but have not yet thought of a solution. Future you might have more insight.

 

Small-Minded Decisions

 

In the earlier versions of Peggy, my design decisions had been based on what I knew at the time. The more programming experience I gained over the years, the earlier I could have reached the design decision I mentioned above regarding handling of game data. Or, maybe if I had taken more time to research alternate methods, I could have reached that decision earlier.

 

Sometimes, the alternative is more complex. The reason I began developing Peggy was because I did not like how other tools handled simulating tabletop games. I did not want to use a set of tools requiring programming in Java, nor did I want to spend time tweaking all the fiddly rule scenarios. Based on the small amount of research I had done, I reached the conclusion I want an engine focused on the manipulation of game pieces, and leave the rule enforcement to the players. I left myself notes why I made these decisions.

 

Saying this, even when no progress is made on the construction of a project, the small moments we take to ponder, investigate, and explore various opportunities and possibilities can be equally important in the developmental process.

 

Small Reminders

 

What are the take aways from this blog?
  • Massive projects require several small steps. Stressing over those steps add up to a huge headache.
  • Be mindful how minor steps can lead to major progress.
  • Progress is not always visible. Not every moment needs to be dedicated to building a thing.
  • Remember all things are made of smaller parts, and they all add up to a greater whole.
You can accomplish amazing things taking the time to build the right path one small step at a time.

 

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Want to Play a Game? https://pegamoosegames.com/blog/2024/07/24/want-to-play-a-game/ https://pegamoosegames.com/blog/2024/07/24/want-to-play-a-game/#respond Wed, 24 Jul 2024 19:04:29 +0000 https://pegamoosegames.com/blog/?p=100 As both a bit of coding practice and preparing for future personal coding challenges, I had constructed a few mini-games over the last few months. Mini-games, like Code Breaker, a tic-tac-toe game, and other code-practicing projects. As I work towards making the Pegamoose Games site more useful and entertaining, I have decide to share these […]

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As both a bit of coding practice and preparing for future personal coding challenges, I had constructed a few mini-games over the last few months. Mini-games, like Code Breaker, a tic-tac-toe game, and other code-practicing projects. As I work towards making the Pegamoose Games site more useful and entertaining, I have decide to share these mini-games and revive older games in some form. The big question hanging over my head is how should these be handled.

When I go to a brick-and-mortar store to purchase a game, this is not an issue. I bring the game home and store it in the game cabinet until it is ready to be played. Simple, huh?

How is that behavior mimicked for a gaming website? This is not one game from one game cabinet played at one table. This will be a variety of virtual game templates to clone multiple game sessions for multiple players each connected to the sessions through their own browser nodes. So many decisions need to be made on how to program such a feat.

Are all games available to all players? Or, are some free and some are available for purchase? Because it is a virtual environment, can a player have more than one session of these virtual games at a time? How are the games organized on the page to differentiate between an active game session versus a dormant game still in the cabinet? How does the site handle solitaire games and multiplayer games? Can players favor some games over others? Should newer games be highlighted over older games? What happens when players are allowed to modify their games, and have the option to kick off a mod-version or the original game?

It boils down to what needs to be done to allow players to quickly find the games they want to play and jump into a game session with people they want to play with. Because this site will support solitaire games, many of which will be designed to be on-going, with other games designed to play with other players, with the possibility of playing over an indeterminate amount of time. I have been more focused on how pieces are manipulated within a game session, I have set aside what happens outside the game session, both before and after the game session.

This and so much more is what I have been brainstorming over the past several days. I am going to break this down into three different moments: presenting the games in the virtual cabinet, inviting others to play, and managing the game session.

Virtual Game Cabinet

Most likely, games will be listed in alphabetical order, but sorted into three buckets: Active, Invitations, and Dormant. Active games are ones in the middle of a game session. Invitations are ones waiting in the wings for players to express their interest in playing or not. Dormant games are ones still sitting in the cabinet of game templates. Each game needs its own entry, listing its title and a thumbnail image. Other information might indicate the type of game, how many players, and other useful details (especially for an active session).

Instead of a home game cabinet, imagine a scenario where a player enters a game hall with different games at different tables. This player wants to play several games at once, and switch between games when it is not their turn. If this were an actual game night, the other players would probably be annoyed with this dude for picking up his phone between turns to play Wordle. Also, this is me imagining a not-ideal-but-possible scenario for a virtual game night scenario.

Back to the scenario, this player is in the middle of Wordle at one table. At another table, they have a game of Sudoku. At other tables, this player is in the middle of a game of Monopoly and a game of Risk. While other players take their turn, this player, juggling multiple games, can return to his Wordle and Sudoku, and then return to these other tables to take their turn.

As the proprietor of this virtual game hall, should I allow a player to jump between games? For the solitaire games…Sure! Why not? The game might not be a quick game of  Wordle or Sudoku. Imagine it is an RPG or simulation game where they can invest time into building their world or their character in short moments of their spare time. Other players may have more issues with game-jumping in the multiplayer games, but these kinds of scenarios need consideration, too.

For multiplayer games, I may have a turn time limit to keep the game progressing as long as at least one player is actively online. When other players are annoyed by this type of game-jumper, they can decide to block him from playing future games with them. Or, maybe I allow the system to let other players will know when the other players are still in a game or when they have stepped away. These are all things to consider when developing a game engine to facilitate virtual table top gaming.

While on the subject of multiplayer games, let’s change focus to explore the social aspect of virtual gaming.

Want to Play a Game?

For multiplayer games, I want Peggy to be flexible for turn-based games to either progress in a (somewhat) timely manner, or allow games to be played “by mail” (not really, but like the days when pen pals would play a game, like chess, over a long period of time, letting the other know the move and when it is the next player’s turn). I want players to dictate how they want to play. I want players to have the freedom to be able to complete a game session in one sitting, or allow them to play over a long stretch of time. Taking turns and the timespan of a game session is another topic. Let’s focus on inviting others to play a game.

After selecting a game to play, the host (I.e., the player inviting others) determines some of the parameters, like how many other players to invite and what variation of a game to play. They declare, I want to play X and am looking for Y players to join me. If the host has an extensive list of friends, they may want to invite specific players or open it to any of their friends. New players on the site might have an interest in playing, but have not yet built up many friend connections. All three options should be available to the host: specific invites, open to their friend list, or open to anyone.

The host should also let everyone know how long the invitation is open. Hey players! You have until this time to respond. The host can cancel the invite if there are no other players, or can start before the deadline when enough players have shown up, or can allow the game to automatically start when the deadline is met. Again, how the invite is handled should be mostly up to the host player.

What should be done when some invited players decline? Should the invite be extended to other friends? Or, globally to all players? This flexibility should be available to the host, too.

What if the host wants to openly invite any interested players? Ok…Maybe not everyone. In past sessions, the host has played with Jimbo, who is a poor loser. The host blocked Jimbo. This open invite should be available to any unblocked players, and should be hidden from any blocked players. What if the host is okay with Jimbo, but his friend Sarah refuses to play with Jimbo and his temper tantrums. If the host has not blocked Jimbo, but his friend Sarah has, when the host invites Sarah, the invite is hidden from friends’ block lists, too.

The game session has not really kicked off, and yet how to handle who plays with who can be a big hurdle to figure out. Let’s move onto the non-host perspective.

What’s Going on Over There?

Before a player decides to host their own game session, they might want to see if anyone else has already made a call for players. A player might inquire a game and see what other sessions or potential sessions might already be available. Associated with the game, others can see existing invite and session information. Maybe seats are still available for a game starting soon. Maybe a player is curious about a game, and wants to be a spectator for an active game session.

One thing I want to allow is for players to view how other people play a game. I want people to be able to jump into a game session to watch, but not interfere with, an on-going game. If a spectator has arrived late, I want them to be able to jump back to the beginning and step through the progress of the game. I even want spectators to be able to read the in-game conversations shared among the players and the game logs. If players want a more private conversation, they are free to use other means, like Discord.

What if the in-game chat gets too heated? Again, the host should have the controls to help police their game session. Mute any player from using the in-game chat. Or, if the host won’t step in, give the option for players to exit a game, ending their participation in that session.

Since the host is the one starting a game session, they are also the one to end a game session at any point, just like players are allowed to exit a game at any point. The session is mostly controlled by the host. The instance of the game is their responsibility to clean up once the game is over. Now, as an admin of the site, if I see that a player has not cleaned up a very stale game session, I may reach out to the host player to prompt them to clean up their virtual room. And, in the event of a ghosted game, the admin can also clean up anyone’s game session.

One thought, for a post-clean-up scenario, I am considering sending the players (through on-site messaging) a brief survey. I might ask questions like, who do they declare as a winner of the game? What did they think of the other players? Should they friend or block anyone? How would they rate their experience? Would they like to offer any feedback?

Game Over

As you can see, there is a lot of decisions to be made when it comes to designing a fully functional, tabletop game engine and website. As the solitary developer, these types of decisions are what challenges this designer, and slows progress of how to program this entire project.

Until next time!

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9 Game (Types) to Get to Know Me https://pegamoosegames.com/blog/2024/06/26/9-game-types-to-get-to-know-me/ https://pegamoosegames.com/blog/2024/06/26/9-game-types-to-get-to-know-me/#respond Wed, 26 Jun 2024 15:51:37 +0000 https://pegamoosegames.com/blog/?p=97 Recently, on social media, people posted nine books without explanation of why their selected titles were a good way to get to know that person. I took it steps further by not only listing nine books, but why these nine books are relevant to me. Apart from books, I thought I should also do a […]

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Recently, on social media, people posted nine books without explanation of why their selected titles were a good way to get to know that person. I took it steps further by not only listing nine books, but why these nine books are relevant to me.
Apart from books, I thought I should also do a list of nine games. Gaming has been an enormous part of my life. Once again, I took this list several steps further. I started with nine games, but all the additional What Abouts expanded this list so much further. I have expanded my list to nine categories of games, and the most important games of each category.
In no particular order, here are where I stand on nine categories of gaming, and how these are a good introduction to me:
Physical Games
These types of games are sports, but I enjoy these more in a casual setting, not as a league. I love playing minigolf, especially at the ones with the more elaboate holes. I have not bowled in many years, but I enjoy bowling. I took four bowling for the required college classes, triggering a long running joke that I minored in bowling. I enjoy playing casual basketball games, like Around-the-World and HORSE (or PIG). At one job, the break room had a small basketball hoop, and a juggle shot (Dougle Shot) was my signature shot, triggering an outbreak of other players buying Klutz books to learn how to juggle.
Sports
I am not much of a sports fan. Apart from riding my bicycle all over the place as a teen, I am not very athletic. I do not follow teams or players. But, I do enjoy watching the more active sports, like basketball, hockey, and football, especially for whoever the local team is, including and especially college teams.
Tabletop Games
Playing tabletop games with friends and family have been some of the happiest moments of my life. Back in school, my best friend and I had a tradition to start playing Risk after dinner until well after midnight on New Year’s Eve. Throughout the COVID pandemic, my wife and I played Five Crowns remotely via Zoom or Facetime with friends and family. When I started my first post-school job, friends introduced me to Cheapass Games via Kill Doctor Lucky. This introduction started me down the road to forming Pegamoose Games and designing my own games. The early model of Cheapass Games, of borrowing pieces from other games, and This Game is Bonkers!, inspired the creation of my first game, Snipe Hunt.
Role-Playing Games
I have been fascinated with RPGs since a young teen, but I have not played with a group on a campaign until recently. I own the DM and Player Guides. I love the video game RPGs (more on that later). Unfortunately, neither my circle of friends, nor myself, knew how to run a campaign. I was too green and inexperienced to join some of the established groups I encountered. It wasn’t until the last couple of years, my wife and I began playing with some of our closest friends. Soon after, our daughter joined. And, within the past couple of sessions, our son joined, too.
On a side note, I love how in the more recent years, RPGs have really taken off and expanded. I love hearing about local game shops and our library hosting mini-sessions to help get people started playing RPGs.
Party Games
Of the other types of games requiring a group of people to play in a social setting, I enjoy the creative games, like Pictionary or Cranium. I love other party games, like Charades, Taboo, or Apples to Apples. My wife is more of the gambler between the two of us, by I enjoy the casual play of Pai Gow Poker, where she enjoys hosting Texas Hold ‘Em parties.
Least Favorite Games
For this list, it is also important to include a couple of games I hate to play, and would prefer to sit out. For more on these, please see a couple of other blog in which I trash talk Clue and Rummy.
Video Games
I feel blessed to have grown up through the dawn and evolution of video games. From the earliest days playing Pong, to Spiderman on the PS5, I have loved emersing myself in video games. In general, my favorites have typically included some element of exploration: Atari Adventure, the mid-series Ultima games (in particular, IV-VI). The latest Zelda games (Breath of the Wild and Tears of the Kingdom) I have replayed a few times each. I love spelunking through Minecraft caves (though I prefer the more claustraphobic caves pre-cavernous update). No Man’s Sky and Skyrim are another couple of favorites.
Computer Games
Games on a desktop PC I place in a different category to Video Games, mainly due to having a keyboard. Most of the games I enjoyed on the PC (apart from the Ultima series) fall under the Interactive Fiction sub-category. I remember playing Pirate Cove on our old TRS-80. I have played all the Monkey Island games, except for the latest one that dropped within the last couple of years. My favorite, and one of the most ridiculously difficult ones, was The Hitchhiker’s Guide to the Galaxy text adventure.
Arcade Games
Also, as a teen of the 80s and early 90s, I loved hanging out at the arcade. Mostly, I gravitated towards the pinball machines or Skeetball alleys. When I played arcade games, I favored the sillier ones, like Circus Charlie, Bomb Jack, or Food Fight. In my mid-20s, I figured I must have spent hundreds, if not thousands, of dollars at the arcades in my youth.
This is not even a comprehensive list. These are more of my favorites. There are so many other games I have played. I haven’t even included playing games I have designed or play-tested. With all this gaming in all its various forms, how do I ever get anything done?
What kinds of games do you enjoy?

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Gaming via Social Media https://pegamoosegames.com/blog/2024/06/12/gaming-via-social-media/ https://pegamoosegames.com/blog/2024/06/12/gaming-via-social-media/#respond Wed, 12 Jun 2024 16:45:15 +0000 https://pegamoosegames.com/blog/?p=94 These days, when it comes to social media, I am most active on BlueSky. Two types of posts captured my attention, and got that idea hamster wheel in my mind a-churnin’. The first were posts triggered by a recent feature added to BlueSky—DMs. People complaining about dealing with lewdness in their DM inbox. The other […]

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These days, when it comes to social media, I am most active on BlueSky. Two types of posts captured my attention, and got that idea hamster wheel in my mind a-churnin’. The first were posts triggered by a recent feature added to BlueSky—DMs. People complaining about dealing with lewdness in their DM inbox. The other type of post requesting creative interaction. These start with a prompt, followed by the poster’s reply. I like these and usually respond with my own humorous repost reply. For example, the prompt “change a movie title to make it milder” and the response “Natural Born Knitters”. These got me thinking…How could short posts be repurposed for other forms of amusement? Hey Dougie, why not post some game related ideas?

Quirkery

Many years ago, around the time Urban Legions (a browser-based RPG) briefly existed, I had an idea for a photo safari. The idea was to have someone provide a prompt, and then people respond with a drawing, photo, or video to match the prompt. Then, people vote for their favorite submissions. The winner provides the next prompt, which leads to the next round of submissions and voting.

At the time, the social media scene was still fairly young, and I did not have enough programming knowledge to have these sorts of things shared on my own website. Nor, did I want people to reply with such stuff, mainly due to the lewdness mentioned above.

Now that social media incorporates and supports posts with GIFs, videos, pics, emojis, and so on, I think this idea could easily be implemented on top of any of the current platforms. Use Likes for votes. Repost with the winner tagged. I think this type of game could spark a lot of fun interaction. Social media overflows with creativity.

Micro RPGs

One of the most clever forms of fan-fiction I have seen on the internet was someone using a forum for role playing. In this particular use, the forum was essentially Hogwarts. The “students and teachers” at the wizarding school (forum users) would take on a role of a character from a non-Harry Potter source. Maybe Batman taught potions to Shaggy and Princess Bubblegum.

I love the concept of essentially turning the forum into an unregulated RPG. I wonder if social media could do something similar, but I do not know how I would implement this. I imagine the poster acts as the DM for that post’s thread, presenting any responders with a scenario. Responders indicate their approach to the situation. The DM either responds with a given outcome, or prompts them to “make a roll” if the outcome requires a bit of chance.

How the randomization works might take a bit of work. You wouldn’t want responses to either post a 1 or a 20, assuming the best or worst case scenarios. You would almost need to make a short list of acceptable responses and award those responding close enough to the predicted outcome, or creatively knock them down for anything else.

Guessing Games

Guessing games might work well in a social media world. I think I could get games like 20 Questions or Pictionary to work well.

For 20 Questions, I’d start with a vague prompt (Ex. “What I saw today”). People respond with yes or no questions to get more information. When enough info is provided, people can start guessing. But, if it is not answered within 20 replies, the game is lost. Eventually, the poster reveals the solution by congratulating the first to guess it correct or gives the answer after surpassing allotted guesses.

For Pictionary, again I’d start with a vague prompt (Ex. Movie Title). I would post a series of pictures of an on-going doodle. The first is a line or a squiggle. After a while, contribute an addition to the doodle. Keep posting more and more additions to the doodle. With each doodle-post, people reply with their answers. I figure eventually someone will guess it correctly, or the doodle-poster would need to forfeit the solution.

One-for-Ones

At times, I see posts designed to influence activity. Usually, these are prompts for likes, replies, or shares with a promise in return. For every X you give me, I will reply with one Y.

I imagine this type of activity would be good for creative posters. For every share, I will write you a haiku. Or, reply to this post with your favorite animal, and I will reply with a blindfolded doodle of that animal.

These types of posts, I have seen more on social media platforms that rely heavily on gaming the algorithm.

 

What other kinds of games could people play on social media? And, more importantly, would you like to play a game?

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Tabletop Mods https://pegamoosegames.com/blog/2024/05/29/tabletop-mods/ https://pegamoosegames.com/blog/2024/05/29/tabletop-mods/#respond Wed, 29 May 2024 15:52:02 +0000 https://pegamoosegames.com/blog/?p=90 With the spring semesters wrapping up and flowing into the summer break, our Pathfinder group has started up again now that schedules are freer. In our first session back, our son joined our merry band of adventurers, which brought back my early days of exploring D&D. I do not remember exactly when I first learned […]

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With the spring semesters wrapping up and flowing into the summer break, our Pathfinder group has started up again now that schedules are freer. In our first session back, our son joined our merry band of adventurers, which brought back my early days of exploring D&D.

I do not remember exactly when I first learned of D&D, but I remember obtaining the beginner’s box of D&D, the Dungeon Master’s Guide and Player’s Handbook. I may have received them as Christmas gifts one year. My friends and I did not know how to play, but I do recall experimenting with some of the game’s concepts, like staging combat scenarios on a chessboard, using the pieces to mark our heroes and the foes we faced. Chopsticks marked the boundary’s walls and dominoes marked the doorways. That was my earliest memory of using other stuff as game mods, which is what I decided to blog about.

The dice came with the beginner’s set. In the days where miniatures were too expensive an investment, my friends and I improvised with other game pieces or things found around the house. Back then, I had no idea such improvisation would continue throughout my life well into adulthood.

Introduction to Inspiration

Games have always played a big part of my life. Those same friend and I would play Risk throughout New Year’s Even night. We would play travel scrabble, chess, and cards on school trips. It was not until after college, when I started my first “real” job, that new friends introduced me to Cheapass Games.

Cheapass Games has been around for decades and had a wonderful philosophy about making cheaper boardgames that borrowed pieces from other games. They figured most people already had dice, pawns, fake money, and other bits from other games, so their more affordable games (at least, back in those days) focused on the different pieces, like the game board and card decks.

On their earlier website, James Ernest said not to send him game ideas, but try inventing it yourself. His words are what inspired me to start Pegamoose Games. To this day, he is still inventing new games under Crab Fragment Labs, while ye olde Cheapass Games are now licensed by Greater Than Games. I completely understand what James meant. Once I started coming up with ideas for one game, I started thinking of ideas for other games. This flood of game ideas eventually led me to design Peggy, a game engine for tabletop games.

Many of those ideas centered around how I would modify an existing game, or if I were to make my own, somewhat similar game, how would I modify it? In a way, it related back to those earlier days of playing D&D with things we found around the house. At that time, wWe knew we did not play it the way it was intended, but we improvised, essentially inventing our own way to play it. As far as playing D&D our own way, I remember hearing about someone playing an RPG using a standard deck of cards and poker hands instead of dice rolls.

This kind of game improvisation reminds me of one of the classic episodes of The Simpsons where the family combines pieces from the remains of various lacking games into their own improvised board game. This leads Homer to declare, “You sank my Scrabble ship!”

Enhancing the Existing

My son introduced me to video game mods, especially the world of Minecraft mods. Before that, as I tweaked the earlier versions of Snipe Hunt, I had been pondering how to modify some of the more traditional games I had played.

Monopoly particularly interested me. There are so many ways in that game draining money from players, I pondered ways to give players a bit of a break (even though this would prolong an already long game). Before diving into this blog, I dug up my notes on modding Monopoly. These helper cards were to be their own deck and are only drawn on doubles. Players could opt to take another turn, or draw a card. Here are a few of the ideas I entertained:

  • Train Delay – Landing on one of the railroads, the player plays this card to pay nothing to the owner, claiming the train’s cancelation.
  • Speed Train – Play this card to jump from one station to the next train station, and then pay the owner of that next station, instead.
  • Natural Disaster – Play this card when landing on one of the utility spaces. The next player to land on the utility rolls the dice and received 5x the amount as a power-outage refund.
  • First Month’s Free – Play this card on any one property. The next player to land on that property does not pay rent to the owner. The card stays there if the owner lands on their own property.
  • Meter Maid – Each time the player with this card passes Free Parking, they receive half of the money collected there. The card is discarded when anyone lands on Free Parking.
  • Certified Public Accountant – The player with this card, when landing on one of the tax spaces, receives a $100 refund instead of paying their taxes.

I do not remember all the details, but I think I decided not to take this idea any further, because I did not want Big Parker Brothers suing me and my tiny game company into oblivion for even considering a mod add-on for their cash cow. Still, I can always quietly mod my own game sessions. They probably also would not care for my suggestions for improving upon Clue.

I have encountered one game company who has a mod for chess. Steve Jackson Games released decks of cards called Knighmare Chess (LINK) to enhance a game of chess. Chess has been around much longer, and SJG has nothing to fear from Big Parker Brothers and their legions of lawyers.

Mods through Merging

Speaking of SJG, Munchkin has been a family favorite. For those who have not played this, it is a stripped down version of a role playing game into its most basic form: kick down the door, defeat the monster, loot the room. Be warned, there are many add-ons and flavors of sets, which could be a gateway drug to other RPGs.

I have been pondering merging Munchkins with another recent favorite, Dice Throne. A co-worker introduced me to this game and it is another fantastic game series to invest in. Basically, it is like combat by Yahtzee. Each set comes with unique characters, each with their own dice rolls and abilities. Any character may compete against any other character.

As I have said, I have been pondering merging the two games. Instead of Munchkin characters, play with Dice Throne characters instead. It could be played as a cooperative dungeon crawl, or as an arena game each taking hits on a line of monsters charging into the arena. The levels of the Munchkin monsters relate to the health of the dice thrones. Maybe players roll for initiative to see who faces the next challenge.

I have not worked out all the details, but it is something I am pondering. If I ever nail down the how-to for this, I will happily share via this blog.

Have you ever mixed and matched games? If so, what crazy game have you come up with? Please share in the comments below.

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Reinventing Sports https://pegamoosegames.com/blog/2024/05/15/reinventing-sports/ https://pegamoosegames.com/blog/2024/05/15/reinventing-sports/#respond Wed, 15 May 2024 18:46:53 +0000 https://pegamoosegames.com/blog/?p=87 I may be a gamer, but I do not follow sports. However, a couple of recent headlines caught my eye. One was about politicians and blocking transgendered people from participating in campus sports. The other was about pay inequality between men and women athletes. These stories got me thinking…Why aren’t their more professional co-ed sports? […]

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I may be a gamer, but I do not follow sports. However, a couple of recent headlines caught my eye. One was about politicians and blocking transgendered people from participating in campus sports. The other was about pay inequality between men and women athletes. These stories got me thinking…Why aren’t their more professional co-ed sports? Maybe it is time to overhaul sports to make them more inclusive instead of more restrictive.

My Problem with Sports

When I was a kid, my parents pushed me to play sports. I do not think poorly of them for wanting me to be well rounded. Unfortunately, I have never had much interest in sports. Even though they enrolled me in soccer and baseball, I had no interest in playing competitive sports. Maybe my disinterest was because this was around the time I learned I needed corrective lenses. Maybe I lacked confidence and did not feel coordinated. I have never grasped the concept of dribbling a ball. I was constantly penalized for either traveling or double dribbling. Maybe I lacked that competitive spirit, and just enjoyed playing.

My disinterest in sports was not because I was inactive. I was a very active kid and got my exercise in many other ways. I enjoyed playing tag, hide-n-seek, and capture the flag. Even though I could not dribble the ball, I loved playing Horse and Around the World. In the summers, I practically lived in the swimming pool. And, when I wasn’t in the pool, I explored the world around me on my bike. I am more of a couch potato now, but I still enjoy being active. I have even overcome some of my coordination issues by learning how to walk on stilts, bounce on a pogo stick, and juggle.

I believe my lack of a competitive nature boils down to how I generally approach games. For sports, there is a push for excellence. It’s all win, win, WIN! People who follow sports retain the statistics and number of wins. That is not how I play. I do not keep score long term. I enjoy a good game in the moment and how a game is played. I do not track how many times I, or anyone else, wins. I do recall the impressive strategic moments. But, to me, it is more about playing a good game and having fun.

Another difference between sports and games are the conditions of the participants. Sports favors the more elite participants who are athletic. Games are more more available to a general audience. There are some games, like Scrabble and Pictionary, which favor intellect and creativity. Most games, I feel like anyone can pick it up and play it, and the more a person plays, the more exposure to different strategies, and the better they can get without exercising more or without studying or reading more. Most games are tailored to be very accessible.

My beef with games are more about balance. I choose not to play unbalanced games. For more on this, see these blogs about Clue  and Rummy. If a game is not fun, I choose not to play.

The Sports I Want

Touching back on those two articles I mentioned in the opening paragraph, what could be done to improve player equality? Why not restructure sports to be more inclusive and equal? Support more co-ed sports. Support more sports that do not favor strength, intellect, or creativity. Support sports allowing for more well-rounded players who put up a good game.

Finding a sport supporting well-rounded players means looking for more well-rounded games. What games have a decent balance and do not favor the strong, smart, creative folk? What games are more accessible to a wider variety of players? Where do we go for inspiration to find these kinds of sports?

As a couch potato, I suggest looking at TV for inspiration. My wife and I love watching The Amazing Race. There are people from all walks of life on that show. Sometimes, you go into the race thinking the most athletic teams are going to do better. Sure, they might be able to run faster or carry more weight, but often they overlook details or struggle with grasping simple concepts. The more well-rounded teams often perform the best.

The Amazing Race reminds me of the Nickelodeon game shows in the 80s (isn’t there a documentary about these?) or Battle of the Network Stars in the 70s. Teams had a variety of players, and they did both physical and mental activities. What other forms of inspiration?

What about Role Playing Games (RPGs)? RPGs involve more mental and creative activity than physical. There is the Live-Action Role Playing (LARPing) in which players act out their role playing. Before jumping into a campaign, gamers construct a variety of character types to improve their chances of success for anything they may encounter. A campaign would not last nearly as long if all the characters were barbarians or all were wizards. If you don’t think watching people play a role playing game would be interesting, you should check out Geek and Sundry’s Titansgrave campaign run by Wil Wheaton. Or, look up the documentary Uber Goober.

Many years ago, I read an article in Games Magazine about a group who had started a company of Live-Action Puzzle Hunting based off the 80s movie, Midnight Madness. In a way, The Amazing Race reminds me of this type of event. Even more so is the short-lived reality show, The Mole, which Netflix has recently revived. I enjoy The Mole more, because viewers at home can play along by looking for clues and observing the players to figure who they think is the Mole.

What would I suggest?

First, let me stress that I am not suggesting the elimination of the sports we currently enjoy. I am suggesting exploring new, more inclusive sports that most anyone can watch and think, “That looks like fun and something I could do! Where do I sign up?”

One thing I would like to see different than reality shows is getting rid of the weekly eliminations. Allow viewers to root for the same team all the way through a season, hoping to make it into the finals. For reality shows, I often root for certain teams, and then hit a moment of disappointment when a team is eliminated and long to see more from that team, but still watch half-heartedly to the end of the season, because I have invested enough of my time to continue watching to see who does win. If I were to design a game, all teams fight for a place at the end, and then the finale is an elevated version of what those teams had been through. These two teams have proven themselves to be the best two, what happens when they go head-to-head?

I could see the creation and execution being split into two types of seasons. I may not have watched much of them, but I know there are reality shows in which individuals or teams show off their creativity. Imagine a sport with two types of teams: the creators and the competitors. This new sport could have creative teams pitching concepts for what teams could experience in the next season. Teams design and pitch ideas for things like escape rooms, mini golf holes, hide-n-seek venues, puzzles, or other kinds of features experienced over the competitive season. The sport could go on all year long watching both the creation process and the competitive progress for both seasons.

Like The Mole, the experience could be enhanced by including a play-at-home aspect. I suppose there could be something like fantasy football or call-in-with-your-vote. I think it would be more immersive if the presentation of the games does not reveal the answers, but provides the same parts for viewers at home to figure out themselves, or a variation of the same puzzles. As for physical activities, people could post videos of themselves performing similar activities to be ranked by their peers. Maybe even advancing up the at-home leaderboard could help recruit new players.

What is Your Opinion?

The world today has so much potential, but we often hold ourselves back from exploring what more we could do. I am open to changes in the world of sports. Where do you stand on the possibility of reinventing sports? Are you fine with how things are? Or, are you looking for something more? What would you suggest to make the world of sports more equal or inclusive?

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Code Breaker (Prototype) https://pegamoosegames.com/blog/2024/05/01/code-breaker-prototype/ https://pegamoosegames.com/blog/2024/05/01/code-breaker-prototype/#respond Wed, 01 May 2024 19:04:48 +0000 https://pegamoosegames.com/blog/?p=80 Over the past few weeks, I presented myself with challenges motivating me to work through various coding hurdles for Peggy (Tabletop Game Engine). I have a fourth challenge dealing with additional CRUD for a game’s data objects. I set that one aside and considered another challenge (#5) exploring multi-faced game pieces (dice and cards). I […]

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Over the past few weeks, I presented myself with challenges motivating me to work through various coding hurdles for Peggy (Tabletop Game Engine). I have a fourth challenge dealing with additional CRUD for a game’s data objects. I set that one aside and considered another challenge (#5) exploring multi-faced game pieces (dice and cards). I had another idea taking these challenges in another direction.

Instead of a challenge for random piece behaviors, why not create a simple game? Or, I could recreate one of ye olde Pegamoose Games from many years ago. I constructed a list (in one of my work tickets) of the various solo mini-games. Dress-a-Moose was very similar to elements of the first few challenges, for this one, I intended to present a “naked” pegamoose image and a variety of items to decorate it. I decided to table this challenge for a bit to work on a “Code Breaker” prototype instead.

History

Code Breaker is my variant of another game I have played under a couple different names (Master Mind the tabletop version, and Hits and Blows on Nintendo Switch). These games arrange four colored pegs in a row and the player guesses what the colored pegs are based on feedback after each unsuccessful guess. A different set of pegs indicates which colored pegs are the correct color and in the correct position, a correct color in a wrong position, and which are flat out wrong.

As I outlined the work and brainstormed ideas for Code Breaker, I considered making the “secret codes” of colors increasingly more difficult. I considered allowing players to specify how many code digits to guess and other, possible game options. As much fun as I thought these ideas might be, I reminded myself, “Keep it simple, stupid!” After all, the challenge is meant to be a basic prototype plus a bit of coding practice.

My Variant

The current prototype includes a secret code of six digits, instead of the usual four. Hits and Blows allow the option for no duplicates or colors used twice. In my version, any color may be duplicated up to six times. If my rusty, dusty math is correct, that makes six to the power of six possible different codes (or 46,656 unique codes). Instead of limiting the game to eight guesses, my version provides unlimited guesses.

The four types of hints this variant provides are:

  1. An empty square indicating the player did not specify a color for a space.
  2. A green check for correct guesses in a correct space.
  3. A yellow yield for correct color in a wrong space.
  4. A red X per incorrect guess.

Hurdles

The trickiest part of this project involved accurately calculating the hints. Correct guesses? No problem! Guessing a color not in the code? Piece of cake! Empty spaces? A scoop of ice cream with that cake! Everything else…Uh…

In my first attempt, I figured everything else would be the number of spaces minus the correct and incorrect guesses. Something was not quite right with this possible solution and the yield hints did not accurately reflect the comparison of the code versus the guess. I tweaked the code to check for right colors in the wrong space, but a miscalculation resulted in more hints than possibly number of spaces. Try again.

I tried several times to calculate the yellow yields accurately. I encountered difficulty distinguishing the difference between a color in the wrong space and guessing a color too many times (which should result in the red X, instead of yellow yield). This is what resulted in indicating more than six hints, one for each space. For the final solution, I realized I needed to compare the counts of colors for both the guesses and codes.

Design Decisions

One design decision evolving out of this project, I had considered dragging and dropping the colors into the different slots. I may do that for the “live” version (as a Pegamoose Games featured mini-game). I think the point and click (or double-click) works well enough for this prottype.

When I started this project, I had used underscores for the blanks and question marks for the code placeholders. As I wired in the colorful pegamooses (which I had intended to use from the start), I remembered I had also created a mystery token with a question mark and an empty circle.

Restarting a game is as easy as reloading the page. I provide this in a New Game button, too. Plus, I added another button for the rules. Plus, two more buttons for either clearing a selected blank or clearing the entire guess.

Future Considerations

At the moment, because of “unlimited” attempts, I want to issue points for the different types of incorrect guesses. To prevent the game from truly being unlimited, I might cut the game off when a player meets or exceeds a threshold score.

Once the game is wired into Peggy, I may consider those additional options mentioned earlier in the blog for adjusting the constraints of the game for a possible deluxe edition of the game. Players could earn points when the game ends with scores falling within certain ranges. Also, because players would login to their account, the Peggy version would preserve game states so players may continue an in-progress game at a later time. Play at your leisure!

Another possible feature, I may have thought earlier, but am thinking it now as I write this blog, is to allow the player to click on one of their rows of guesses and fill in the guess with the same set of colors. This might be particularly useful the more accurate a player’s guess.

Play on!

Here is the link if you would like to play this Code Breaker prototype:

https://pegamoosegames.com/games/codebreaker/

All in all, I am very proud of myself for making a very playable, working prototype that can be wired into the final product once Peggy is more “live-worthy”. A majority of this project was completed within two to three days. More of these types of mini games help the site get closer to a “live-worthy” status.

If you have any suggestions, please share in the comments section. Or, if you have suggestions for other mini games, I would like your input on that, too!

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Roadmapping https://pegamoosegames.com/blog/2024/04/17/roadmapping/ https://pegamoosegames.com/blog/2024/04/17/roadmapping/#respond Wed, 17 Apr 2024 16:07:52 +0000 https://pegamoosegames.com/blog/?p=77 Today, I will be talking about roadmapping. Tomorrow, I will be discussing how to refold the roadmaps. Joking aside, roadmaps are a crucial tool for working on projects of any size. Of the companies where I have worked, those that used well-crafted roadmaps often succeeded more than those that those that neglected their roadmap. I […]

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Today, I will be talking about roadmapping. Tomorrow, I will be discussing how to refold the roadmaps. Joking aside, roadmaps are a crucial tool for working on projects of any size. Of the companies where I have worked, those that used well-crafted roadmaps often succeeded more than those that those that neglected their roadmap. I have used many roadmaps with my personal projects. In this blog, I will be discussing the creation and usage of roadmaps.

Currently, I have three roadmaps for the Pegamoose Games website. I have developed other roadmaps for my more recent books, which I refer to as IPCs (Indie Publishing Checklists). These checklists are for the entire story publishing process, from outlining an idea to providing a post-production marketing checklist, and every step in between. Essentially, outlines and checklists are forms of roadmaps. They are a series of checkpoints helping navigate to a desired goal.

Why does Pegamoose Games need three roadmaps? Because, one is for the epic journey and the other two are major side-quests. The main roadmap states what to do to help build and run my business, and features for the website to support the business. The other two are for two game engines, which will be key products for the business: one for Peggy (tabletop game engine), and one for Reggie (role playing game engine).

Developing a Roadmap

The first thing to designing a well-crafted roadmap is to hire a really good cartographer and a professional origamist to fold your maps. More jokes. No cartography or folding are necessary when designing a roadmap, but it will require work.

Above, I mentioned IPCs and outlines., because developing a roadmap is similar to outlining a story. They are called roadmaps because it can be like planning an epic journey. You know where you are starting from and you know your destination. Break down that journey to figure out the points of interest along the way.

Two Points

Start with the beginning and end points. What do you currently have? What are you trying to achieve? Where do all the other dots come from to connect the beginning and the end? I suggest as much brainstorming as necessary to start filling in the details. Do not dismiss any ideas, and do not stress over any missing details.

Brainstorming

To kick off the brainstorming, consider the difference between what you already have and what you need. For example, I have a website for Pegamoose Games, but the goal is to allow people to play games online. What do I need? Player accounts? Games to play? Maybe a store to facilitate what games players want to play? Maybe a leaderboard? This is great! Four additional points on the map!

Each of those midpoints may require more granular brainstorming to iron out additional details our journey. We start with the site having no player accounts, and work towards establishing the winner of a game. What happens in between those points? Do not stress over organization during the brainstorming phase. Just get all those ideas out and noted. In fact, you might consider brainstorming onto Post-It notes or index cards for when you do begin organization.

Organizing

We now have ideas all over the place. How should we go about organizing these ideas into something more linear? First, group ideas together into piles that make sense. Let’s take player features as an example. Each player needs and account. Their account most likely will need a profile. We might include password recovery in the event a player cannot log in. Players will friend and block other players. Players have a set of games they have purchased. Players will need a way to invite others to play a game. Some players may have active game sessions. These are all important aspects of the site involving the players, but it is a bit of a mishmash of different things players have or can do. It is messy, but a good start. You might even wonder if Player Accounts belongs with the pile of Player-related ideas or the Access Control-related ideas. Either pile is fine at this point.

Ordering

Now we have vague piles of ideas, grouped by concepts that may overlap with other groups. Start ordering those piles into a logical progression. You may start at the beginning. Typically, I organize better starting with the end and working backwards. Eventually, I will bounce around to help smooth the progression. The end goal is to have players playing online games. Games and Players fall before the end goal. Which is first? We need Games to attract Players to the site. Good. Games is now before Players. But, Players are needed before there can be a Game Session. Ah. This is where logic begins to divide those piles. There is now a new pile for Game Sessions which is after another pile for Game Design. And, a Player Account pile is before the Player Sessions pile. Continue this process enough, and there is general outline as the first draft of a Roadmap. Congratulations! We can finally get this show on the road!

Detours

Adjusting

Once the roadmap has a logical progression between the beginning and the end, it is time to kick off the journey. Start at the beginning to work your way towards the ultimate end goal. Uh oh. Things were going fine, but we have hit a snag!

Like any road trip, keep in mind you may need to deviate from your route. Recalculating and adjusting the roadmap along the way is essential. This is why map systems don’t continue to follow the same route when the driver deviates. It may nag you to get back to where it thinks you should be, but unforeseen things happen and there may be setbacks.

The roadmap is not set in stone and should be referenced and modified as often as necessary. As the project evolves and has setbacks, the roadmap should be edited to accommodate for the evolving landscape. Like the long car trips we had as a kid, we sometimes took detours to visit a corn maze or see the world’s biggest horse shoe. Then, we checked the map and returned to our plotted route. Going off on tangents happens all the time, and is nothing to stress about. Recalculate your route and keep going as best you can.

Documenting

One other thing I recommend is documenting the journey. For development projects, this may be in the form of detailed design docs and work tickets. For writing, this may be keeping a bible of events and characters. Any time you associate adequate documentation while following the roadmap, these details act like the map’s legend, providing key information to reference to help better understand where you are going and why.

There have been times when I do not provide enough details, and I begin to question my design decisions. I may go off on unnecessary tangents or second guess a design, develop a different way, and realize why I settled on the original design.

Other times, I may have provided enough details, but some new factor is introduced which may impact various points on the roadmap. I can refer to all my notes to better decide what is best approach for getting things back on track. Things happen. Refer to the roadmap, make changes where necessary, and keep moving forward.

Driving Blind

This seems like an awful lot of work. Are roadmaps really necessary? For bigger projects, yes, some form of roadmap is necessary. If the project is small enough, you may not need an elaborate roadmap. You may not think you need a roadmap, but even when you microwave a meal, how often do you double check how much time it should be heated? Those microwave instructions are a roadmap in a basic form.

When you progress through the same steps over and over, you may realize you no longer need a roadmap. Just like going to the store each week, you most likely do not need your GPS system, unless there is traffic or construction diverting your memorized route.

I do not need a recipe to make a breakfast scramble. I generally know what to add and when and how long to cook it. But, designing games and self publishing a book is not the same as whipping together a few ingredients into a meal. When necessary, I recommend providing some form of roadmap.

In the writing world, we refer to those who follow roadmaps versus those who do not as Plotters and Pantsers. The Plotters make plans. They take time to create an outline for the story and a checklist to get it published. They adjust their plans based on feedback. The Pantsers, on the other hand, “fly by the seat of their pants”. They make it up as they go. They start a story, throw in some characters, and see what those characters get up to and where the story goes. I do not know how Pantsers do it. Some are good at making it all up as they go along. Not me. I am a definite Plotters. Even this blog started with an idea, evolved into an outline, and became this blog. I even adjusted and edited out bits as I wrote it.

What type of worker are you? Are you a Plotters or a Pantser?

What kind of roadmaps help you with your projects?

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A Little Chunky https://pegamoosegames.com/blog/2024/04/03/a-little-chunky/ https://pegamoosegames.com/blog/2024/04/03/a-little-chunky/#respond Wed, 03 Apr 2024 17:05:19 +0000 https://pegamoosegames.com/blog/?p=74 A requirement for big projects is dividing the work into manageable chunks. I learned that lesson at an early age when told to go clean my pigsty room and had no idea where to start. When it comes to Peggy, the game engine has so many chunks, I struggle with starting points. Each time I consider starting on […]

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A requirement for big projects is dividing the work into manageable chunks. I learned that lesson at an early age when told to go clean my pigsty room and had no idea where to start.

When it comes to Peggy, the game engine has so many chunks, I struggle with starting points. Each time I consider starting on one area, I question my design decisions, pause everything, and return to my notes. Fortunately, two things changed my perspective on this vicious cycle and presented me with a better way to approach the monumental challenge of breaking down this game engine into reasonable sized bites. The two factors improving my approach? Challenges and Simplification.

Challenging Myself
I endured a three-month long coding bootcamp over the Summer of 2023. As a form of homework, the teacher encouraged us to practice using Code Wars. For several months after completing the bootcamp, I continued to occasionally practice on Code Wars. As much as I enjoyed working on their challenges, I wondered why am I working on stuff like calculating bowling scores or organizing a faux social media feed. Why am I not presenting myself my own personal challenges to help overcome the obstacle course of the game engine?

Put a pin in that for a moment.

Simply Put
The second factor to influence my perspective involved simplifying how to track game progress. The previous design decisions involved too many read-writes from the database. Each game piece had its own row in the database. Whenever a piece changed state, it got tracked in the database. I had yet to consider how to track movement history of a game session. That would have resulted in multiple rows in multiple tables. Yikes, that’s a lot of read-writes! As an analogy, consider how tedious it would be to play a game, like chess, and write down every move…twice! I needed to rethink my strategy for tracking pieces.

For an unrelated reason, I looked through my bootcamp notes and noticed the segment on Javascript objects. What if I store the entire game session, templates, current state, and turn history in a single, yet detailed data object? Instead of one game session having multiple entries, I merely update a single row. When starting new game sessions, I could either delete and recreate the row, or continue using the same row. Easy, peasy, lemon squeezy, right?
Um, kind of. That simplification came with complications. What should the data structure look like? Should anything remain outside the object? How do I handle X? Once again, I had a moment of, “Brilliant!…Oh, wait…Let me check my notes.” That’s when I realized I needed to combine these two factors by challenging myself how to use this simplification.
A Combined Solution
By presenting myself with my own challenges, I developed a better grasp on simplifying the design of Peggy. I challenged myself  to better understand how to track data with a single object.

The first two challenges involved Javascript objects. Challenge One…Understand the CRUD of a Javascript object: create an entry, read the data, update the data, and delete the data. Now I know how to maintain and manipulate information. Challenge two…Using Challenge One, define a set of game pieces where one is moveable, one is rotatable, and one is stationary. Now that I control several bits of information, how do I make this more useful.

Since I have started working on my own defined challenges, I have a much better idea how to approach various concepts of Peggy, and even have new ideas to improve other areas. I know how I intend to track turns per player, and scroll through a game session’s history. I have challenged myself in learning transitions, like how to simulate a card flipping over to the other side. With each personal challenge, I gain that much more insight into the bigger project.

Lessons Learned
What have I gained from all this?

  • A growing set of proof-of-concepts demonstrates a monumental project is achievable.
  • Each code sample is a reference point when coding the main project.
  • Smaller chunks narrows the view of how to construct the larger features.
  • Be diligent when commenting the code. Also, journal thought processes and design decisions.
  • Consider all sides of simplifying. Is there a better way? Is it simpler than a current implementation? Is anything neglected by simplifying?
My recent challenges center around piece data structures. I am converting columns of the old tables into complex, functional objects which can be stored in fewer columns. There are still many more aspects of what I dream to do and how I will need to understand how those features will look and behave. Going through these simpler challenges are building better habits and a stronger frame of mind for what is yet to come. For a monumental project, things are beginning to look more achievable.

If you would like to see one of my more recent challenges, the following is a link to one involving tracking the changes per turn:
https://github.com/Pegamoose-G/Shared_Projects/tree/main/TurnTracker

I welcome your feedback and am open to suggestions.

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