Category Archives: the mindlab

Shatsucon ’13

This past weekend, I reconvened with some of my Shizz friends for a birthday get-together in Massachusetts (Shatsu = Sherv, the birthday boy, + Mastunami, the person who hosted). At some point early on, we spontaneously decided that we would try to beat as many games as possible during the weekend, on both emulators and original hardware.

Here’s the final spreadsheet of the over 50 games beaten.

You can see my contributions as “Ken Oh”. You’ll notice me manning my favorites, such as Rygar and Zelda 2 (the latter on original hardware, meaning I lost a couple of hours to glitching). Some of the more epic achievements were Gremlins 2, Batman, Astyanax, Castlevania III, Castlevania: Dracula X, and Street Fighter 2 (on an actual arcade cabinet, with difficulty on the DIP switch put to max). Orb-3D also requires special mention for endurance. It’s a shame that no one made it through to see the end with me, as it took me until 6:30AM to finish it. I had to leave the end screen on for the others to make note of when they woke up a few hours after that.

eD&D

We used to play D&D when we were younger. Then we went away to college. We still played every once in a while, over the summer, or over the random holiday, but not that much. Years later, Protocon occurred. Despite Mike’s mislabeling of the 2011 event, we actually had 4 of them. Most Protocons featured some form of role playing game; one year it was Star Frontiers and for Protocon 4, we played about 3 pages of Expedition to the Barrier Peaks.

Sometime near the end of 2011, I started playing D&D again with some people I knew in college. It was fun. Then I moved. I realized that finally technology had gotten to the point where we could conceivably run some games virtually. We could all get on Google Hangouts and video chat at the same time. As a bonus, you can share documents and pictures in your session, so I could throw up a map or something and people could draw little icons representing where they were, etc. I talked it over with people and everyone seemed interested.

After moving, life was a bit hectic for all of us. Tom got married and Mike and Joe had just moved too. Things finally settled down after the new year and we scheduled our first session to test out video chatting and to roll up some characters.

Things were a little rough, but promising. I discussed (virtually) with everyone different options I was thinking about for maps:

  • No maps like we used to play in 2nd edition – all in your head.
  • Using a Google sketch document to place a background image and move around
    icons.
  • Use a program like Maptool.
  • Use a cross between the two above options, like Tabletop Forge.

Everyone seemed to want to avoid the first option for now and try out 3rd edition’s more tactical battle, which requires a map and miniatures. So we tried using a sketch document as a makeshift map. My take on that: It can work, but it’s a pain in the butt. It’d probably work better in a 2nd edition environment to indicate positioning, but with anything that requires more precise locations, like attacks of opportunity, etc., it becomes a bit of a headache. The number one problem is there is no way to lock the background image, so if anyone, player or GM, misses an icon and accidentally targets the map, the map gets dragged. Which is a drag.

We also checked out Tabletop Forge. It worked in the Google Hangouts environment, and provided some extra functionality over a sketch document and wasn’t as involved as a full-blown solution like Maptool. Unfortunately, it was still too early in the development phase to work (in my mind).1

Lastly, we tried Maptool. I had some issues getting the right ports open on my router in the first go, but Brian and Mike really liked the idea of the more sophisticated map. I didn’t exactly relish all the extra preparation that would go into running a game with Maptool, but it was duly noted how much they seemed to like the idea, so I told them I’d investigate it a bit more.

The next day or so, I stumbled upon Roll20. Wow! This was it. A nice clean easy to use interface, the ability to use it within Google Hangouts if you wanted (we don’t yet), and some nifty extra features like visual line of sights, fog of war, and keeping track of some simple stats like hit points. I started loading in maps right away.

That was about a month ago. We’ve actually had 2 or 3 playing sessions, and besides the one where Mike’s computer kept overheating and shutting down, it works surprisingly well. One game has been completed, A Dark and Stormy Knight, which was free from Wizards of the Coast. This past weekend, we just started on The Keep on the Borderlands, by request of Mike. It’s a pretty shitty adventure in many ways since there’s so little in the way of a plot actually in the module. Unfortunately, not only due to my lack of motivation to really make it good, my skills are a wee bit rusty. Hopefully it will turn out okay though. In a future post, after we finish it, I’ll put up some of the extra maps I drew for the game and do a post-mortem.


  1. Shortly after I paid a small amount of money to have access to the newer betas of Tabletop Forge, the developer decided to merge efforts with Roll20. As a result, I get access, for life I think, to the Roll20 subscription features like dynamic lighting and ad-free play. I can say this about these features: If you play at least once a week, it’s totally worth the $5/month subscription. Especially if you can get your players to pitch in. 

The 9th Molehole

So we aren’t quite 10 yet, and we aren’t even really 9. Protozoic will be 9 in September.

Nonetheless, it is Jan. 1st, 2013, the Mayans were off, and I want 2013 to be a triumphant year for Protozoic.

So without further ado, here is Protozoic’s resolution for 2013: more posts. The inter-web RPG game alone will surely generate fodder.

Enter the 9th Molehole.