G+ Business Page – Simple tutorial

There was a lot of fuss when G+ and Youtube were linked, people complaining that they had to use their real names on their Youtube accounts now; well you actually don’t, if you link a G+ Business Page to your YT account.
I’ve put together a simple tutorial on how to do this below that I hope will help.
  • You must be logged in as your main G+ profile.

  • Choose business type, I went for Brand

  • You will then be taken to this screen where you can set up
    profile pic, settings, etc and post as your business page.

  • You will still be able to access all of your other pages and
    your main ID.

 
  • To link a page to your YT account go to settings

  • In settings scroll down to third part tools and click on set
    up a password.

  • You will then be prompted to enter your main password

  • Create password, this will allow you to sign in as your G+
    business page.

  • You should see this screen.

  • If you now log out of your main user area you will be able
    to sign back in using the business page username and password (in this case the
    username was test-page-1645@pages.plusgoogle.com).

  • To add a gmail account to your G+ business page (which also
    has the nice side-effect of making your username/log in for the business page a
    bit more user-friendly), go to https://accounts.google.com/b/0/AddMailService#inbox,
    as long as you are logged in as your G+ business page the gmail account will
    automatically be assigned to your new business page.

  • You will now be able to log in to your business page as your
    new gmail email address.

  • If you have an existing YT account then you should be able
    to link it to a G+ business page using the settings on Youtube (make sure you
    have your login and password for your G+ business page.)

Reflecting on the first Serpents Fall session

Well we made our first attempt at running an introductory session of Serpents Fall (our G+ Fate Accelerate Fantasy game) last night; i’ve just sent off messages to all of the players in it asking for feedback and thought i’d put my own views in this blog.
You can find a link to the video footage here.
For me the game was something of a mixed bag, consisting of both positives and negatives; since I was on a bit of a downer following the amount of work that myself and the players had put into the campaign setting only to have the first session so dogged by technical hitches I thought that i’d list some of the positive and negative points in an attempt to cheer myself up:
Positives
  • Everyone seemed to enjoy the session.
  • Character genning was fairly quick and I really loved how the players all grabbed hold of the story based idea of the Fate Accelerated rules system.
  • Was good to do some tabletop with friends whom I don’t get chance to game with (in that format).
  • The player characters seemed to gel as a party with the first flickers of IC banter and relationships forming.
  • We managed to carry out a small introductory (since not all players are familiar with the Fate Accelerated rules) combat that went off fairly well.
  • The scene is now set for the next main session.
  • All of the players seemed willing and keen to do another session.


Negatives
  • Almost constant technical problems meant that we had people dropping out and jumping back in, I got booted from the hangout twice meaning that we ended up having to film it in three segments.
  • Due to the tech problems the game felt a little dis-jointed since we had to keep re-capping for people who had dropped out and re-joined.

In Summary

Despite feeling a little down about the campaign when I originally sat down to start writing this post, looking at the list of positives and negatives there are far more positives from the game than their were negatives, indeed the only negative points seem to stem from the technical issues that we had.
Writing this post has cheered me up no end and made me far more optimistic about the potential of Serpents Fall as a long running campaign; I’m now going to wait for the players to get back to me with their feedback and see where we go from there, our next session is scheduled for a couple of weeks time – hopefully we’ll have a bit better luck on the technical side of things and we can just jump straight into the game 🙂


Another mechanic I like from 13th Age – Background Traits

As I said in my review of 13th Age the book is chock-full of interesting ideas that can be piked for use in whatever game you may happen to play; i’ve already talked about the escalation dice dice my previous blog post, now i’d like to talk about another interesting mechanic, background traits.

In 13th Age background traits take the place of skills in a more standard D&D game, this background traits can be anything you want, from “queen’s secret assassin”, to “raised by wolves”, “a dwarf with a clockwork heart” or anything else that you can possibly imagine; after creating their traits the player has a number of points to allocate to each, resulting in a modifier against each trait. When it comes to making a test, the player adds the modifiers of any and all background traits to their D20 roll to determine success.
This is quite an interesting mechanic for me and it seems like a hybrid of the more freeform Aspect rules in the Fate system and a more traditional skill system; as someone who is a die-hard fan of the more abstract Fate Accelerated approach to gaming (you can see my original written blog post on Fate Accelerated here and my video review of it here) i’m a great fan of not using more mechanics than necessary, preferring a minimal-crunch approach to my gaming. This is especially true given that i’m current slowly wading into the murky waters of online playing via G+ hangouts and want my players to be able to easily pick up and understand the rules without having to constantly clarify them for the players.
I’ve recently been considering using an Aspect only approach to Fate (as detailed here) but, as has been pointed out to me, that Approach does create a rather huge list of Aspects and involves having to add up the numbers of a lot of Aspects prior to each roll, something which may slow down a game significantly.
Perhaps the solution lies in having a smaller number of freeform Approaches/Traits and giving the characters a number of points to allocate to them (as per the 13th Age rulebook)?
Summary

Using these rules a character would look something like this:
  • Starting refresh/fate points: 5
  • Traits: Character picks 8 Traits (which can be anything), they then receive a number of points (currently i’m thinking 12) that can be allocated between these traits (although no individual trait may be raised above +3 at character gen) 
  • Stunt: 1 (a signature move than can be used to do something cool once per session, as detailed in the Fate Accelerated book- costs 1 FP)
  • Stress: 3 boxes
  • Consequences: 3 consequence boxes
When a character wanted to make a test they would use their highest appropriate Trait and add an additional +1 for every other trait that was applicable.

Expanding and linking my channel

After Jacek Brzezowski commented on one of my videos on G+ about setting up an RSS feed it occurred to me that I had a number of different ‘pages’ spread across the internet to do with my blogging and Youtube channel; it occurred to me that it might be a good idea to consolidate them.

Below is the current list of ‘pages’ for my channel: