Logan Bonner at NorWesCon 35!
Hey, folks. Here’s a quick update to let you know I’ll be a guest at NorWesCon 35 in Seatac, WA this weekend. Here’s my schedule.
Friday 11 am in Evergreen 1&2
The Influence of Tabletop Games on Video Games, with Eric Cagle, Dustin J. Gross, and Joshua Howard
Friday 6 pm in Evergreen 3&4
Have Licenses Taken Over the Creativity in Gaming? with Wolfgang Baur, Jason Bulmahn, and Erik Mona
Saturday 3 pm Evergreen 3&4
Building a Better Campaign Setting with Wolfgang Baur, Bruce Cordell, and Jonathan Tweet
Special Event! This isn’t an official NorWesCon event, but I’ll be playing or helping facilitate a game of Fiasco with The Doubleclicks, Geeky Hostess, Lillian Cohen-Moore, and/or Ryan Macklin. We’ll be using an unreleased playset written by Lillian and myself. Most likely, we’ll be playing in the bar area, but we’ll snag a room if possible. Follow us on Twitter for updates on how you can come watch the fun and learn how to play Fiasco! Warning: Expect an R-rated experience.
I Was a Manchild at Geek Girl Con
The inaugural Geek Girl Con ran last weekend in downtown Seattle, and I was there to check it out. The con focused on female geeks of all stripes. There were panels about gaming, comics, movies, TV, feminism, and gamer culture.
The panel track was the main emphasis of the con, from my perspective anyway. The exhibitor hall and the gaming room were pretty small by comparison, and there wasn’t a big promotional presence. That makes a lot of sense for this con, especially in the first year. The con’s strength is in reinforcing the culture and solidarity of female geeks, and cons are the best way to do that. The first con looked like it was very successful, so it will be interesting to see how the con evolves in years to come.
I was curious what the demographics of the con would look like. Most geek conventions have more men attending than women (though the numbers aren’t nearly as skewed as they used to be). Though Geek Girl Con was focused on women, men were welcome (and welcomed), and my rough estimate is 70% women and 30% men. It looked to me like the concert was about 50–50. In case you’re wondering, Molly Lewis figured out that the female equivalent of a sausage fest is a book club. [Read the rest of this article]
You’re Out of your FAQing Element
Ryan Macklin wrote a blog post about problems he sees with “use-whenever” stats in RPGs, using my FAQ hack for Leverage as an example. There are somegood ideas in there, and I encourage reading it. When it comes to the FAQ hack, though, I think it’s missing the point. I’m fine with Ryan using it as an example, to illustrate the problem, but I think it’s suggesting that the FAQ system isn’t doing what it should in the system.
I don’t think that’s true. Maybe it will help if I explain the intent of the system. So here’s my mission statement for the FAQ system:
The purpose of the FAQ system is to change attributes into an easy decision that gets out of the way of the more interesting ones.
I found that, when using attributes, it took a while to figure out which one would apply to each roll. Each GM picked differently, and for the player it didn’t always make sense. And in the end, it was just a die, nothing more. Too much time spent on an uninteresting decision. I wanted that part of the game to step aside, to stop hogging the spotlight with I had distinctions to apply and plot points to spend!
With attributes or FAQ approaches, a Leverage game will be interesting. FAQs aren’t meant to add another decision point: They’re meant to be damn fast. They’re meant to give a character something to default to. When Ryan says that he could come up with justifications for using the same approach in a bunch of situations without putting much time into it, that’s great. That’s the whole point!
I’m a big believer that not all rules need to be created equal. They don’t all need to have knobs to turn. Sure, there are ways to encourage changing up approaches (hell, just making the lowest one a d4 would do that on a small scale). But I think Ryan’s character will be more memorable because he tries to solve everything with aggression first. Let him use his big ol’ d10 if it encourages him to use a distinction against himself at the same time. He’s doing what a Leverage character ought to be doing.
FAQing Expectations
I also wanted to work with FAQs as a DM tip-off, much like Roles do. If you find out most of your characters have d8 Grifter, that tells you a lot about what sort of game they want to play. It’s much tricker to do the same thing with the original attributes. Using FAQs makes it easier to tailor your session. If you get a bunch of Analytical players, it gives you a good sense of the types of obstacles they’d like to deal with. It also lets you know that situations that are more easily solved using Forceful or Quick are going to give them some trouble, whether that’s using a lower die or coming up with something truly ostentatious in order to use the better stats.
A FAQed Up Play Style
I also think Ryan likes a different style of Leverage game than I do. I like to run one-shots, so I use FAQs. I also have players put a d4 in only one role, which I know Ryan isn’t a fan of. For me, this makes it easier as the DM to put that character in tricky situations. (I realize this is counter-intuitive, since having more d4s would seem to make it easier. This is definitely a YMMV situation, but I prefer having a clear “this is my Achilles heel.” I think it makes the flaw more iconic.)
I think Ryan prefers a longer-term campaign or mini-campaign with more subtleties. My house rules are absolutely pointed at running the kind of game I want. I’d love to see the hacks Ryan would make to get the kind he’s into.
Playing Leverage with Just the FAQs
Leverage: the Roleplaying Game does so many things right. It’s quick, collaborative, easy to prep, iconic, and tethered to a great back-and-forth mechanic and play style. But still, every plan has room for improvement.
The first two times I played Leverage, and the first time I ran it, I noticed the same thing: Attributes were difficult to apply consistently, and there was frequent confusion between the Fixer and the players about what attributes should be called for on each check. This isn’t to say there was argument (everybody was too polite), but an experienced gamer knows the look of “Oh, I thought this type of check would use a different attribute, so that’s my high one.”
When I played with Dave the Game running, he called for Willpower checks pretty often. When Rob Donoghue ran, he asked us to roll Strength, sometimes for the same type of roll Dave would have wanted Willpower for. All the attributes are meant to be used sometimes for mental checks and sometimes for physical checks. In theory, this is a way to make sure all the stats matter for all situations. In practice, it’s more confusing than helpful.

So What’s the Hack?
It didn’t take me long to figure out how I wanted to hack the rules. (To paraphrase Will Hindmarch, you “hack” games that are cool, and you “fix” games you think should have been cool. In a Hindmarchian milieu, I definitely hacked Leverage.) Instead of using typical RPG attributes, derived from your physical and mental qualities, I phrased them as “approaches.” These are adjectives that describe the action you’re undertaking, the attitude you’re assuming as you make your move. I boiled it down to three: Forceful, Analytical, or Quick (FAQ for short). At the right, you can see their short descriptions.
I avoided passive approaches. There’s no tough, for example. Leverage is a game about competent professionals. If they’re backed into a corner, they aren’t simply going to endure. They’re going to counter. They’re going to improvise. They’re going to escalate.
Selecting your approaches is pretty simple: Assign a d10, d8, and d6. A forceful hacker, an analytical hacker, and a quick hacker all take a different approach to hacking.

Some problems can be solved with an Analytical approach, but there's no reason not to have a Forceful backup.
Did it Work?
I found the system did what I wanted it to do, making it more intuitive to determine what to call for when someone was making a check. And it’s fast. It’s very fast. I find when running Leverage, I call for very few checks. This makes it so when I do, it flows more smoothly into the rest of the game.
It’s also easier for a player to apply a strategy to a situation and add in a little more of a flourish to the action. Instead of trying to find a way to make a high Attribute come up in the checks within a scene, the player can decide how to approach a person or problem. Personality can drive the scene. Your high stat provides a handy hook when you’re in doubt about how to approach an obstacle. If you have a high Forceful die, you might be driving through that locked gate. With a high Analytical die, you could figure out the password. With a high Quick die, you might just scale the fence before the camera turns back your way.
Can I Give it a Shot?
Sure!
I pestered John Harper for a copy of his excellent character sheet. (You can find the original here.) I modified it for the approaches hack, and added in numbers and instructions to help in character creation. You’ll want to look over the sheets before you use them. I made some other small tweaks, like removing specialties and changing the role dice to replace one of the d4 roles with a d6 (because I find it works better for the one-shots I usually run).
By all means, take it for a spin, kick the tires, and let me know what you think!
Download the Approach sheet PDF!
This includes a sheet for each class, along with a rap sheet page that also describes open talents.
Playlist Design
I’ve thought for a while now that developing game concepts based on a random music playlist could lead to a useful creative exercise and a fun article. So I’ve grabbed five songs at random (but taken from my 4- and 5-star songs so I definitely know the content), ran with the first ideas they gave me, determined which type of tabletop game best suited the idea, and wrote a brief description. I’ll quote the songs when necessary to show what inspired me in them.
“Bargain” by The Who
This is a live version, and the spoken intro inspired the game idea more than the song itself.
“This is a song about what you get for being here, if you’re alive [...] you’re gettin’ a bargain.”
This made me think of the classic “selling your soul” scenario. You’ve made a “bargain” in order to preserve your own life, but you know that some day your debt will need to be repaid. The being you’ve bargained with could be supernatural (like a demon who magically sustains your life) or terrestrial (such as an unethical doctor who uses cutting-edge tech to revive you).
This takes the form of an RPG, with each player taking on the role of person who’s made such a bargain and calling the shots for other player’s savior. The players can expect all their favors to be called in over the course of the game, for different reasons and at different times. Maybe each scene leads to one favor being called in, so the game gets set in motion by the first and gets a last-minute betrayal or change of heart with the last. [Read the rest of this article]
Logan Bonner’s Gen Con Schedule
(Such as it is)
I’ve scheduled very few events for Gen Con 2010. I want to play it by ear, and expect I’ll run into plenty of people even without making many plans. If you want to find me, I’ve included a picture of myself and the WB bag I’ll be carrying around. See the schedule below the gallery.
- Logan Bonner prepares to fry a Locust at Comic-Con. Or maybe just a dude in a Locust suit. Whatever.
- The bag I’ll be carrying at Gen Con 2010
Wednesday, Aug. 4
11:49 PM: Arrive in Indy, find room, go to bed
Thursday, Aug. 5
1:00 PM–2:00 PM: Veterans’ Advice on Game and Story Design panel (tentative; I have a potential conflict)
Friday, Aug. 6
8:00 AM–10:00 AM: Private seminar
11:00 AM–Noon: Wil Wheaton’s Panel
6:00 PM–10:00 PM: The Ennie Awards (tentative)
Saturday, Aug. 7
9:00 AM–10:00 AM: What’s Coming from Open Design panel (I’ll actually be ON this panel, talking about The Lost City a bit.)
10:00 AM–Noon: WotC Preview Seminar (if I can find a seat)
Noon–2:00 PM: Dark Sun Seminar (but I won’t be on the panel, sadly)
2:00 PM–6:00 PM: Savage Worlds game with Rob Heinsoo and friends.
8:00 PM–9:00 PM: The Guild panel (maybe)
Sunday, Aug. 8
4:40 PM: Leaving the con early, sadly.
Delving into the Lost City
Wolfgang Baur contacted me back in June to see if I’d be interested in working on a 4e project for Open Design. If you’re not familiar with it, the Open Design process puts a call out for patrons. If it reaches a critical mass of patrons, the project proceeds and the patrons get to evaluate submissions, see early drafts, and give their comments about the direction of the project. In a standard project, the creative process gets handled by a small number of authors, but Open Design expands it to a larger community.
So this post is kind of a pitch, but I think you’ll see why I found the project intriguing. Hopefully you will, too.
The Appeal of the Project
The adventure is tentatively called The Lost City. It offers something people have been asking for: a sandbox adventure for 4th Edition D&D. The lost civilization angle and a sandbox style of play dovetail wonderfully, and the three submissions (which you can see on the product page) all have their own creative, significantly different take on the concept. The early patrons on the forums are already making suggestions, picking their favorites, brainstorming, and twisting the submissions into crazy new ideas.
One of my earliest projects when I became and editor at Wizards of the Coast was Elder Evils, which contains a section based on the old module B4: The Lost City. So while I didn’t play that adventure, I definitely have some nostalgia for it. I especially loved how it evoked the strangeness of a culture cut off from the outside world and made ordinary people monstrous by their behavior and skewed worldview. Lost cities aren’t just about finding buried treasure and subterranean monsters; they’re alien, separated from the passage of time and unmoved by the rise and fall of the kingdoms beyond. Some of my favorite early suggestions involve how that lost city might alter the world around it once it’s found—even reborn. (Sorry, I can’t give you details. The discussions are one of the perks of being a patron, after all.)
The Appeal of the Process
I’d heard about previous Open Design projects, and they intrigued me. The idea of really opening up the design process to outsiders appeals to my collaborative side. Some authors really prefer to sit down alone and put down their ideas, but I tend to bounce ideas off colleagues and develop them through discussion when I can. Open Design sits at a happy medium. You don’t have just pros, who can tend to be set in their ways, but it’s also not just open to everybody, which invites confusion, chaos, and trolling. With a small group of invested patrons (some who comment plenty and others who’d rather lurk and see what the final product ends up being), there’s a big sounding board.
Giving new authors (drawn from the pool of senior patrons) a chance to submit ideas and possibly write parts of the project themselves (paid, of course) can help us find new talent, too. The meritocratic nature of Open Design means the loudest voice or the most senior author doesn’t get to make the decisions. The people paying for the project do. I’m more than willing to submit to the judgment of the masses, though I sure make my opinion heard.
Getting Involved
You can sign up at the product page. There are a few levels of patronage, each with different benefits, and I’ll let that page explain them. You can chat with me in the comments or on Twitter (@loganbonner) if you want a little clearer picture of what the project’s about.
Are you going to Gen Con? I’m planning to sit in on the “What’s Coming from Open Design” panel and talk about The Lost City a little bit. If you’re curious, come check out the panel and talk with me afterward. You might also catch me wandering around. You can see what I look like on my avatar, and I should be carrying a WB bag from Comic-Con.
San Diego Comic-Con 2010 Sunday
Fulfillment Room
Our first stop of the morning was the fulfillment room, where you go to pick up swag using tickets they give out at panels. I ended up with a leather Spartacus: Gods of the Arena armband, a Thor t-shirt, and a Cowboys and Aliens t-shirt.
11:00 Archaia: Jim Henson
I actually caught only the tail end of this panel. We were going into the room for the next one, but we did hit a major announcement: Archaia will be developing one of Jim Henson’s scripts they found in the Henson Company archives. Nobody even knew about it outside the Henson Company. It’s called “A Tale of Sand,” and it’s from the beginning of Jim’s career. He was working on it from the early sixties to the early seventies. It’s very existential, and shows Jim struggling with ideas that would shape his later career. They’ll be turning it into a graphic novel to release in summer or fall of 2010. Jim will never get the chance to make the movie he would have made, so they’re presenting it in a different format. Lisa Henson is supervising the process.
12:00 Spotlight on Dennis O’Neil
Denny O’Neil made huge strides in comics with his work on Batman, Green Lantern/Green Arrow, and other titles. This entry will be abbreviated, since my pen died mid-seminar!
Moderator: Scott Peterson
Scott was assistant editor to O’Neil in 1991. He remembers when an A-list painter was in town and they went to dinner. They had a great time till the painter said Denny’s work changed his life. Denny’s midwestern roots won’t let him accept praise, so Peterson really looks forward to this panel.
Peterson got many of his questions from other comic creators.
Q: From Chuck Dixon. Your heroes are human, with failings. Are you just drawn to those types of stories, or did you incorporate that side to make superhero comics more believable?
A: All heroes used to be the same. They had this Midwestern Boy Scout version of virtue. It just seemed natural to add some complications to that.
Q: From Chuck Dixon. When you were doing this, did managers see it as a stunt?
A: I don’t think they really knew what they were doing. They didn’t become aware of it until we started getting a lot of press.
Q: From Paul Levitz: When you were editing Levitz, he learned that his dialogue had a lot of extraneous words in it. Do you think you focused on that sort of thing due to your background in journalism?
A: Working as a reporter is the best training you can have as a writer. It teaches terseness. For comics dialogue, you have to sound colloquial and use 35 words per panel, give or take 10. Theater work also helps, teaching you to write with your ear. I always tell people to read their dialogue aloud after they’ve written it.
Q: You often take things away from your characters, from powers to gadgets. It’s sort of zen. Do you think this has anything to do with your interest in Eastern philosophy?
A: I was aware of it, just barely, back then. I have a formula for superheroes. One, what is this about? Batman was affected by his parents’ murder, Flash runs fast, etc. Two, if this guy really existed, how would he have to be. Gaining powers doesn’t change your nature.
Q: We did a count of editors at DC. There were 40, and 38 were Jewish or Catholic. You were raised a devout Catholic. How do you think that draws people into comics?
A: Louise Simonson says from an early age we’re told fantasy stories on an epic scale, and they’re about good and evil. We learn myths from age 5. It had to have shaped our zeitgeist.
And, sorry, that’s all I’ve got! He later covered stuff like trying to write feminist stories before he really understood what feminism was about (the “Harpies” story from GL/GA, for example).
Exhibit Hall
I went to the exhibit hall for the rest of the day, picking up a few things. I caught one of MC Frontalot’s performances at the Penny Arcade booth. I stayed until the hall closed at 5:00. And that was San Diego Comic-Con 2010 through my eyes!
- Similar shirt brigade in line for the fulfillment room. (I’m on the right.)
- MC Frontalot performing “Tongue-Clucking Grammarian” at the Penny Arcade booth
- Tron Legacy Xbox 360 and PS3 controllers.
- Tron iPod dock
- An amazing Iron Man costume
- The “Sexy Skeksis”
- Thanos’s gauntlet, near the Thor video game booth.
- Darth Vader and Boba Fett, but with style
- Kermit was interviewing people after the hall let out. He has a press badge.
























