Big Finish

Life, fun and music for end times

Archive for November, 2007

Pre-Thanksgiving update

Quick update from ground zero: the first Counterfeit Disaster show (with me on drums) went well, and we prepare to play with 3 at Bearsville Theater for a post-Thanksgiving bash.

Meanwhile, Dead Unicorn continues to finish material for our upcoming Global Thermonuclear War LP. I have also been writing a long piece based on our tour diaries from March when we went on tour with the Casket Architects. A combination of from-the-frontline notes and present-day rumination, the first two days of tour have totaled over 5,000 words so far.

Also, as the last blog suggested, we are in the process of simplifying the bureaucracy of our Music for End Times label by merging the End Times Institute with the End Game Society to produce corresponding propaganda which can also be role-played to prepare for immediate post-apocalypse survival. In other words, our role-playing game has become our (might I say so myself) ingenious guerilla street team experiment and vice versa. More on that later.

I finally got all the old blog posts online, and I will be filling in the gaps with my print-published work soon, including the ‘Survival Guide’.

As a final aside, I haven’t logged into my personal MySpace account for over two months now. It was an experiment, and I won’t know how successful it was until I finally log in to check my messages, but I am pleased with the results so far. Anyone who needed to contact me has through e-mail, phone or otherwise. I don’t like having a ‘personal’ MySpace anymore. After awhile I just opened up the floodgates and took on any friend I could. I no longer wish to use it for ‘personal’ correspondence. Which is why, once I finally catch up with this blog, I will finally log back in and change all my information to point here.

So until the post-Thanksgiving glow, see you later.

DURPG Dev Diary #01 – Where for art thou Master Chief?

The other night I sat down with Chris Rahm (videographer, Dead Unicorn collaborator and fellow game enthusiast) to discuss concepts for the role playing game we’ve been developing to accompany the ‘end times’ theme of our current enterprise (codename: Dead Unicorn RPG, or DURPG for short.)

I think the most groundbreaking thing about the game is that we will force people to role-play themselves, that is, their character in the game is modeled directly from their ’statistics’ in real life. The system would not be closed from role-playing fantasy elements, such as playing a scenario like ‘The Stand’ in which you’re one of the last people alive after an apocalypse. But the focus is decidedly not on roleplaying after the apocalypse, but rather, during it — the goal being surviving the fall and securing your self and environment to ensure future survival.

Your only statistical bonus over other players would have to be ‘petitioned’ for based on real-life experience. For instance, telling the GM ‘I went hunting with my Dad for years’ might grant you a +1 to Marksmanship while trying to shoot someone; saying ‘I work out five times a week’ might get you +1 Movement. Whether or not the ‘petition’ is recognized depends on the GM’s discretion as to what degree personal experience factors into the task at hand. The Golden Rule is used here to keep players honest, and when playing with friends, it’s hard to lie about personal experience in front of the people that know you the best.

As I mentioned before, more experienced RPG’ers (geeks) can plug in fantasy characters and make up wild petitions (“As a Navy Seal, I set the record for depth diving”). While I believe support from hardcore gamers is essential to a game’s success, we are striving to create a game that is as accessible because it is easy and fun to play.

Which brings me to my second and final point: acting and storytelling can be taught, but they are also creative gifts. Video games and fantasy role playing games utilize larger-than-life hero characters that do all the acting for you. No longer needing to role-play the ‘character’ of the hero, the game is pure action/decision.

I recently read a post at the Surreal Game Design blog that really got me thinking about this. The title of the article is “The Great Fallacy: Does Freedom = Immersion?”. Even though it’s discussing video games, I think it’s very applicable to what we’re doing. The post begs the question, ‘What good is seemingly unlimited choice and a huge ’sandbox’ (i.e. Oblivion) when the role-player lacks the creative experience (or talent, or whatever) to role-play that character in that context? Or, as the artcile states:

“Frankly, the overwhelming majority of players are unwilling participants. This is even true of gamers like me with a strong appreciation for story (in games or any format). Imagine, if you will, a band of merry stage actors with excellent improvisational skills. Now imagine a stereotypical Halo player hopping up onstage along with them. Seriously… just imagine it… Go ahead, I’ll wait…

“…when you say in-game story telling is always better you’re saying that Shakespeare is better with a Halo frat boy on stage than it is without… Seriously.”

Therein, I think, lies the beauty of our system. You are role-playing yourself, for better or worse, all your flaws and talents will be tested. The hero is you, literally.

Obligatory ‘Hello World’ Introductory Post

Hi and welcome to my new blog, Big Finish!

For friends and others who have read my past blogs (You Are the Music Industry, and before that, Sonic Product) I’m glad to have you back and I hope you’ll continue tune in for a more personal take on the subjects close to my heart and brain.

The problem with blogs is that you get so into it, you start take them too seriously and they become empty check-boxes on the to-do list. What was once an excuse to flex the editorial muscle and maybe come up with a good idea or two escalates into several full-on jobs.

Thus I have not blogged for the past year, taking a hiatus to work on several very fulfilling projects. For going on two years I have been the newsletter editor for GarageBand.com, a division of iLike, and it’s been an awesome ride to see the company take on a user base of over 14 million (and counting), all based on “social music networking”. You can bet I will continue to offer scathing critique on all things digital music. (category: Music 2.Whatever)

But in keeping with the not-too-serious theme, I want to leave the blog open for all subjects, with hopes that a theme will emerge after the fact. Music will most certainly be the core, but in addition to the techno-sociology rants I will add candid and occasionally embarrassing observations on the life of an independent musician. I’m on the front line, people (Dead Unicorn, Counterfeit Disaster, Stage Select, SNKELCTRNXXX). (category: Tour Diary)

See all these Categories? I know how to plan it out, dude! Next Category: Awesome Bands. It’s a department to hold articles on awesome bands I hear or meet. This is probably what I’ll do when I can’t think of anything else to write about.

Any commentary outside of music but still falling into the ‘media analysis’ genre will be found in the Zeitgeistbusters section. You can tell I put a lot of thought into the category names. Actually, I just typed the first thing I thought of.

Finally, the Game Theory category will contain all articles pertaining to my pursuits in poker, video games, role playing games, board games, etc., because blogs like life should be fun. I’m also a closet game developer, so maybe this will be the birth of a new career branch!

In the future, look for this blog to beef up quite a bit. I’ll be re-posting my ‘Indie Music Survival Kit’ and adding a multimedia podcast and who knows what other cool content.

That’s it for now on the blog planning (category: Metapocalypse). Time to get to the blog doing.