I read a post earlier this week that was one of those that makes you wonder what world the poster lives in. The thrust of the argument was that The Forge has ruined indie publishing, and that the theory discussions there were pretentious, and that Ron Edwards hates old school.
The last point is fairly simple, as Ron have posted a lot publicly about games he has played and what he has liked or not. That he wrote a essay about D&D and used the words "brain damage" doesn't prove much. I have myself used those words when talking about alignment, many times. I have played with Ron, read his actual play posts about e.g. T&T, and know how ridiculous that claim is. But, even if it's true, what does it matter? How does Ron and The Forge threaten you?
I wonder, why do some people who feel affiliated with OSR sensibilities feel so threatened by The Forge and its inheritance? I can understand how an approach to gaming that focuses on actual play to see how it works, can feel theoretical underpinnings and that kind of talk to be pointless. Let's disregard for the moment to what extent a theoretical conversation means you do not play. I know I found some of the jargon sometimes obscured the experience of play, so I see some point with that criticism.
But, apart from that, what is so threatening? Is it the thrust towards cooperative storytelling, where the DM no longer reigns supreme, the big threat? I know some people don't care for player narrative powers and just want to explore the world and roll dice. I can sympathize with that approach as well, even if I don't see it as a threat.
This leaves me wondering.
Showing posts with label Theory. Show all posts
Showing posts with label Theory. Show all posts
Saturday, May 21, 2016
Thursday, March 27, 2014
Flavour of the week - converting between gamesystems
In between the Fate game I play in, and my resurging love of BRP, I think about these trends in converting games to your favourite system.
When Savage Worlds debuted I remember seeing threads on rpg.net everyday about how you could "savage" this or that old classic and make it sing again. Savage Worlds was the "flavour of the week" so to speak.
I'm a fan of Savage Worlds, and many games I think really benefit from a "savaging". But, one thing not always taken into account in those happy endorsements are the flavour a game system bring to the table. These days the worse enthusiasm have cooled off Savage Worlds, and now I think it's more often suggested for games that need that special pizzazz and zing that a fast flowing pulp, action game gives you. Needless to say, that's not all settings and games.
Now I get the feel that Fate is the new "flavour of the week". How does it stack up?
As anyone who have tried Fate knows, it's a game much like the revised 3rd ed of D&D where everything is nailed down. It's a crunchy system, but very abstract and broad reaching, with its capability of turning anything into an Aspect and thus part of the mechanics of the game. If you want a game system that fades into the background, I don't think it's a game system for you, just like I don't think you should use Savage Worlds if you want a simulationist feel to your game.
But, I'm beginning to see why it's very alluring to try to make Fate the base for any kind of game you want to play. It's very elegant to use the "Fate fractal" and let everything be modelled with a High Concept and some more Aspects, some Skills, some Stunts and Stress tracks. You can fairly easily model anything that way. Understanding that makes it easy to quantify anything, and put numbers on it.
The other game that I always think of is BRP. It's trivial to make up a skill list suited to your setting/game and if you need anything to be modelled by the game system, you make a skill or a derived attribute of it. Then you roll your percentiles and Bob's your uncle. You only need to make up a rough probability of something succeeding and that's the whole game system. Basically.
My thinking is that make not all games has to be run in Fate, just like to every game turned out to need to be savaged? Can anything be estimated as a probability written as a percentile, and end up BRP game?
I guess that if you want to you can turn any game into whatever it needs to be. Hero and GURPS were designed to be used for putting numbers on anything, but it takes so much work I'd never work up the energy to even try.
Whatever the feel of BRP is, and however it compares to Fate (I might delve into that at a later date), they have one big thing going for them both. It's really easy to convert things into those systems. My latest reading of Fate conversions have really opened my eyes to how things like that can be done. I'm beginning to see how the Fate Fractal might be the most insidiously genius thing Evil Hat ever created. Even if I arm myself with BRP in one hand, I'll be thinking of that fractal. Make all the cool things an Aspect, and then roll those percentiles!
When Savage Worlds debuted I remember seeing threads on rpg.net everyday about how you could "savage" this or that old classic and make it sing again. Savage Worlds was the "flavour of the week" so to speak.
I'm a fan of Savage Worlds, and many games I think really benefit from a "savaging". But, one thing not always taken into account in those happy endorsements are the flavour a game system bring to the table. These days the worse enthusiasm have cooled off Savage Worlds, and now I think it's more often suggested for games that need that special pizzazz and zing that a fast flowing pulp, action game gives you. Needless to say, that's not all settings and games.
Now I get the feel that Fate is the new "flavour of the week". How does it stack up?
As anyone who have tried Fate knows, it's a game much like the revised 3rd ed of D&D where everything is nailed down. It's a crunchy system, but very abstract and broad reaching, with its capability of turning anything into an Aspect and thus part of the mechanics of the game. If you want a game system that fades into the background, I don't think it's a game system for you, just like I don't think you should use Savage Worlds if you want a simulationist feel to your game.
But, I'm beginning to see why it's very alluring to try to make Fate the base for any kind of game you want to play. It's very elegant to use the "Fate fractal" and let everything be modelled with a High Concept and some more Aspects, some Skills, some Stunts and Stress tracks. You can fairly easily model anything that way. Understanding that makes it easy to quantify anything, and put numbers on it.
The other game that I always think of is BRP. It's trivial to make up a skill list suited to your setting/game and if you need anything to be modelled by the game system, you make a skill or a derived attribute of it. Then you roll your percentiles and Bob's your uncle. You only need to make up a rough probability of something succeeding and that's the whole game system. Basically.
My thinking is that make not all games has to be run in Fate, just like to every game turned out to need to be savaged? Can anything be estimated as a probability written as a percentile, and end up BRP game?
I guess that if you want to you can turn any game into whatever it needs to be. Hero and GURPS were designed to be used for putting numbers on anything, but it takes so much work I'd never work up the energy to even try.
Whatever the feel of BRP is, and however it compares to Fate (I might delve into that at a later date), they have one big thing going for them both. It's really easy to convert things into those systems. My latest reading of Fate conversions have really opened my eyes to how things like that can be done. I'm beginning to see how the Fate Fractal might be the most insidiously genius thing Evil Hat ever created. Even if I arm myself with BRP in one hand, I'll be thinking of that fractal. Make all the cool things an Aspect, and then roll those percentiles!
Sunday, December 22, 2013
Using the right tool for the job
Yesterday I was browsing my collection of game books. Some of them I don't read that often, and almost forgets about. I have a few...
My eyes fell on GURPS Black Ops, and it piqued my interest. Who doesn't like the idea of truly badass characters taking on monsters? I figured it would be fun to read some of it, and maybe import some ideas into a game some day. When I came to the section about building characters I paused for a second.
Characters in Black Ops are built on 700 points. For those of you who don't know much about GURPS, I checked the core rules about campaign scales, and there it said 500 pts is "Superhuman". Cinematic action is the name of the game.
This is where I got reminded of why it is a good idea to use the right tools for the job.
In the book there are five templates of 650 pts you can use as base for your character. They are the Combat Op, Intelligence Op, Science Op, Security Op, Technology Op. Sounds like it covers all the bases in the genre, right? What gave me cause for doubts was what was on those pages.
Those templates all took up one page each, with about an inch at the top with the stats, Disadvantages and Advantages. The rest was three columns of text listing skills, and taking the illustrations into account it was maybe two full columns on the average. I counted the skills on one template, and it was about a hundred. 100. Yes. 100!
If you have that many skills, how are you even going to find the ones you need?! Why list all those? I've never seem anything so unwieldy in a game before. It would have been easier to list what was missing instead. Sure, the idea is to play super competent characters being really awesome. But, will that list really help you do that? What you really want to express is how cool you are, and how many cool things that character can do. It just screams out to be simplified. Mayve into some kind of system of skill categories, or even in a more daring move, reduced to Aspects like they use in FATE.
Here I think we see one indication this kind of game is not best modelled in GURPS.
The next thing I noticed was the ratings of those skills. In GURPS you roll 3d6 and try to roll below your skill rating. Personally I cry foul when I see characters which break the ceiling of the system. These templates ranged from 12 to 22. Yes, roll below 22 on 3d6. Foul. Something is broken there, even if the list had been a fifth the size is was.
Here I think wesee another indication this kind of game is not best modelled in GURPS.
I've seen that kind of stuff in other games, sadly more than once. One example was this system which used roll low and a d20, i.e. a percentile system divided by 5 and less granular. This NPC I think of had 40 in some skills and spells, i.e. 200%!
If you want to play cinematic action, the best tool is probably not a game system that focuses on realism and detailed simulationism. You probably want to use FATE, or Savage Worlds.
This I think is also why the idea of a generic system is a failure. The idea is beautiful, and the amount of "generic" systems in my collection tells the long story of that strong allure of having one system for all your games. But, the sad fact is that you have to tweak and adapt a system to the style and setting you are using. Some games can be changed more or less easily and after a while it will become clear that you would have saved time using a system tailored for the experience you want.
...so if you see numbers like 200% in a percentile game, or 34 in a d20 based one, then it's time to look for a better tool for the job.
Friday, November 22, 2013
Making Star Wars feel like Star Wars
After thinking about how some science fiction novels differ from my sf gaming, and how a simple western can be told very differently, my attention turns to Star Wars.
If you've read what I've posted here lately, you might recall that I was thinking of running a session of D6 Star Wars for the kids. I've taken out my rulebook, and read the basic mechancs, the combat and now also the GM advice chapter.
In the latter, the text tries to tell you how to transfer the experience of watching the Star Wars movies (back then there was only three) from the medium of film, into the medium of a rpg. That is, just the migration I was struggling with before. Some things have struck me as interesting in this part of the book. I'll summarize some of the advice in the GM chapter, and write some of my impressions from those. I'd say there are two big things they concentrate on. The first one is mood, tone and feel in general and the second one is rules. There are also some advice on presentation, which I found extra interesting.
In order to make the game feel like a SW movie, they suggest you make sure to do like in the movies. There are droids in the movies, make sure there are droids in your game. There are aliens in the movies, so make sure there are aliens in your game. They even cite some scenes that showcase some of those things, and urge the reader to try to capture that same "wow" feeling you got when you saw it in the films. These are the trappings, and tropes, which makes it "it". I totally see how that can work. Imagine a game about Middle Earth without hobbits, and you miss out on some of the most iconic things about Middle Earth. So, bring lots.
How all those are used is also mentioned. There is a specific way to tell a story in Star Wars. Scenes are introduced in the middle of the action, the pace is quick and the canvas is broad and the scope is epic. Also, there is a story. I'd say that the wandering murder hobo is far removed from the feel of Star Wars. While the idea of tropes makes sense, I think this is quite key in order to make a property that is not originally made for rpgs work. In a film there is a structure to the telling of the tale, and you probably need to at least simulate that or give the feel of it to make if feel right. Maybe here is where my sf stories in games and the ones I read about differ.
Then there are the presentation. I found it quite interesting to read that they suggested the introduction to an adventure be a short script the players read out/act out before they jump feet first into the first scene. I wonder, did anyone take that and ran with it? I've never heard of it, but it's an intriguing idea. The idea to use establishing shots and cut scenes, where the GM basically presents the narrative like a film does it, is cool and quite different from most rpgs. In the book they even suggest you narrate things the PCs can't see or know, to build tension and structure to the narrative. This I have actually tried myself in a Star Wars game me and a few friends did at a convention many years ago. It worked nicely, I think. Maybe this is what's needed to make it feel cinematic, in the truest sense of the word.
Lastly then, the rules. Most of us who have been around are aware of the idea of utilizing the rules to support or hinder a style of play. Three things I found interesting is this section. First off the book emphasize the need to avoid anti-climax. This is paired with the suggestion that failure is good. I think this is probably a good way to get that free flowing feeling of "keep the action fast" they advocate. Sure, you might have failed your roll, but that just mean we have some new dramatic tension for the next wild stunt coming up. But, of course, this is where rpgs in general differ from other media. It almost never happen in a book or a film that a protagonist fails. If they fail they often get another chance or the next scene adds something that changes the conditions. Still, it pays to remember it. Then there's the last thing, mentioned more than once. Fudge the rules. This is not a game where they suggest that "the dice fall as they may", and I think that in order to make it feel like Star Wars, they are right.
Compare this to how things work in Dramasystem, or Gumshoe where Robin D Laws has designed systems according to resource management for the player to get "screen time" and be able to shine. In WEG Star Wars they go so far as to mention the "illusion of free will", and I think it ties in with the suggestion to fudge the dice rolls. I have fairly limited experience with both Robin's designs and the D6 system, even though I have played them. But, I to the feeling of being, "in there" and participating far more when I rolled dice. Rolling dice and the GM fudging things so they do not contradict the dice, but also don't follow it slavishly, made for a fun game. Actually I think it makes for a funnier game than the two systems mentioned above by Robin D Laws. I think I will get back to this. It might only be me.
I think here are some really core points for translating the narrative from one medium like film to a rpg. Many times I've heard that this GM advice chapter is one of the best written, and I think it is indeed really good. I'm not sure all of them can be used to make True Grit into and awesome rpg session, but some might do.
I really need to make this Star Wars game for the kids happen, because now I'm really pumped up about this game!
If you've read what I've posted here lately, you might recall that I was thinking of running a session of D6 Star Wars for the kids. I've taken out my rulebook, and read the basic mechancs, the combat and now also the GM advice chapter.
In the latter, the text tries to tell you how to transfer the experience of watching the Star Wars movies (back then there was only three) from the medium of film, into the medium of a rpg. That is, just the migration I was struggling with before. Some things have struck me as interesting in this part of the book. I'll summarize some of the advice in the GM chapter, and write some of my impressions from those. I'd say there are two big things they concentrate on. The first one is mood, tone and feel in general and the second one is rules. There are also some advice on presentation, which I found extra interesting.
In order to make the game feel like a SW movie, they suggest you make sure to do like in the movies. There are droids in the movies, make sure there are droids in your game. There are aliens in the movies, so make sure there are aliens in your game. They even cite some scenes that showcase some of those things, and urge the reader to try to capture that same "wow" feeling you got when you saw it in the films. These are the trappings, and tropes, which makes it "it". I totally see how that can work. Imagine a game about Middle Earth without hobbits, and you miss out on some of the most iconic things about Middle Earth. So, bring lots.
How all those are used is also mentioned. There is a specific way to tell a story in Star Wars. Scenes are introduced in the middle of the action, the pace is quick and the canvas is broad and the scope is epic. Also, there is a story. I'd say that the wandering murder hobo is far removed from the feel of Star Wars. While the idea of tropes makes sense, I think this is quite key in order to make a property that is not originally made for rpgs work. In a film there is a structure to the telling of the tale, and you probably need to at least simulate that or give the feel of it to make if feel right. Maybe here is where my sf stories in games and the ones I read about differ.
Then there are the presentation. I found it quite interesting to read that they suggested the introduction to an adventure be a short script the players read out/act out before they jump feet first into the first scene. I wonder, did anyone take that and ran with it? I've never heard of it, but it's an intriguing idea. The idea to use establishing shots and cut scenes, where the GM basically presents the narrative like a film does it, is cool and quite different from most rpgs. In the book they even suggest you narrate things the PCs can't see or know, to build tension and structure to the narrative. This I have actually tried myself in a Star Wars game me and a few friends did at a convention many years ago. It worked nicely, I think. Maybe this is what's needed to make it feel cinematic, in the truest sense of the word.
Lastly then, the rules. Most of us who have been around are aware of the idea of utilizing the rules to support or hinder a style of play. Three things I found interesting is this section. First off the book emphasize the need to avoid anti-climax. This is paired with the suggestion that failure is good. I think this is probably a good way to get that free flowing feeling of "keep the action fast" they advocate. Sure, you might have failed your roll, but that just mean we have some new dramatic tension for the next wild stunt coming up. But, of course, this is where rpgs in general differ from other media. It almost never happen in a book or a film that a protagonist fails. If they fail they often get another chance or the next scene adds something that changes the conditions. Still, it pays to remember it. Then there's the last thing, mentioned more than once. Fudge the rules. This is not a game where they suggest that "the dice fall as they may", and I think that in order to make it feel like Star Wars, they are right.
Compare this to how things work in Dramasystem, or Gumshoe where Robin D Laws has designed systems according to resource management for the player to get "screen time" and be able to shine. In WEG Star Wars they go so far as to mention the "illusion of free will", and I think it ties in with the suggestion to fudge the dice rolls. I have fairly limited experience with both Robin's designs and the D6 system, even though I have played them. But, I to the feeling of being, "in there" and participating far more when I rolled dice. Rolling dice and the GM fudging things so they do not contradict the dice, but also don't follow it slavishly, made for a fun game. Actually I think it makes for a funnier game than the two systems mentioned above by Robin D Laws. I think I will get back to this. It might only be me.
I think here are some really core points for translating the narrative from one medium like film to a rpg. Many times I've heard that this GM advice chapter is one of the best written, and I think it is indeed really good. I'm not sure all of them can be used to make True Grit into and awesome rpg session, but some might do.
I really need to make this Star Wars game for the kids happen, because now I'm really pumped up about this game!
Wednesday, November 20, 2013
More thoughts on the impact of a story
In my former post on the matter, I mused about how different the impact a really good science fiction novel had on me, compared to a game session. Thinking a bit more on that, I think that maybe I have confused what makes the different art forms work. I know that often when I hear Robin D Laws talk about game design, or when I read some of his newer games, I feel he is often talking about how to model this or that narrative from film or tv. It often makes me cringe, since I feel that he seems to be mixing water and oil.
Having thought about it, I am wondering if I was doing the same. Maybe a novel and a rpg game are two different arts, producing two very different expressions which really don't translate from one to the other. Staggering insight, I know. I have read "novelizations" of games and it usually reads quite terrible. Maybe the idea to transfer a well structured narrative in a novel into a co-created narrative of a game session is just as terrible. You can do it, but more often than not the players are then just along for the ride, and the payoff still isn't that great.
Then there's the movies. In True Grit by the Cohen's, there are some scenes which utilize the screen space marvellously well. They basically make the most of a medium which is visual. A RPG session on the other hand is verbal. A book also is verbal, and I think that fooled me into thinking they are thus related. But, spoken words and written words are very different. So different that translating from one to the other sometimes does makes you hurt.
What could we then do? Anything?
I'm thinking about the Star Wars rpg. For me that means the WEG d6 based game, and I have no problem with any other Star Wars game, but that's what I've read. Yeah, I'm showing my age. In that game there was a lot of advice on how to run a game that felt like the movies did. It might surprise you, but back then there was only three movies. Weird, eh? Where was I? Oh, gamemaster advice. Yes, the advice was about the feel of the movies, not the qualities that made the movies film, their visual impact. No, it was the pacing and the turns and twists of capture and breaking free again to chase down the next plot point. Those qualities you can actually translate into a rpg.
It will probably take me forever, but my next challenge will be to try to find the feel of Karl Schroeder's Permanence and see if there is anything there that can be translated, in feel. At least it helps to know what you're looking for.
Having thought about it, I am wondering if I was doing the same. Maybe a novel and a rpg game are two different arts, producing two very different expressions which really don't translate from one to the other. Staggering insight, I know. I have read "novelizations" of games and it usually reads quite terrible. Maybe the idea to transfer a well structured narrative in a novel into a co-created narrative of a game session is just as terrible. You can do it, but more often than not the players are then just along for the ride, and the payoff still isn't that great.
Then there's the movies. In True Grit by the Cohen's, there are some scenes which utilize the screen space marvellously well. They basically make the most of a medium which is visual. A RPG session on the other hand is verbal. A book also is verbal, and I think that fooled me into thinking they are thus related. But, spoken words and written words are very different. So different that translating from one to the other sometimes does makes you hurt.
What could we then do? Anything?
I'm thinking about the Star Wars rpg. For me that means the WEG d6 based game, and I have no problem with any other Star Wars game, but that's what I've read. Yeah, I'm showing my age. In that game there was a lot of advice on how to run a game that felt like the movies did. It might surprise you, but back then there was only three movies. Weird, eh? Where was I? Oh, gamemaster advice. Yes, the advice was about the feel of the movies, not the qualities that made the movies film, their visual impact. No, it was the pacing and the turns and twists of capture and breaking free again to chase down the next plot point. Those qualities you can actually translate into a rpg.
It will probably take me forever, but my next challenge will be to try to find the feel of Karl Schroeder's Permanence and see if there is anything there that can be translated, in feel. At least it helps to know what you're looking for.
Wednesday, October 9, 2013
When do you need a game system to support your play?
A short while ago I read a forum post where someone claimed the game 3:16 did not work for them. I played it a few times and thought it worked fine. I searched out an episode of the Walking Eye podcast to compare, since they often have interesting things to say about games they've played.
Interestingly enough, on the podcast there was a player who did not feel the game "clicked" for them. The question came up whether the theme of the game was satire, and if it was reinforced by the system of the game. Considering you don't count hits in that game, but kills, I think it's pretty obvious. But, there are some subtle things in there I felt like talking more about in this space.
In the game you have a flashback mechanic. Using that you can take narrative control, and define the psychology of your trooper. This is where the game enters the "hippie game" territory. But, here's the interesting part. Using the flashback you can fail and succeed on your terms, but it does not force you to adhere to the theme. In fact, it's only the last flashback that's mandated, as Hatred for Home. Basically, there is an endgame and there is a setup. The latter picture mindless carnage and the former suggests moral doubt and satire after turning military glory into genocide. What is interesting is that up until that point, you can play it however you like. There's nothing forcing you down the path of satire. Sure, there is that end, but it's fairly open to interpretation and you get to choose the seriousness of it.
Some people like to point out that even though D&D basically only has rules for combat, it's not really about combat. I'm not going to get involved in that discussion, but I want to compare that situation to 3:16. In that game you have a setup which is all about killing. Your game system only involves itself with killing, and that which some consider its core, the flashback system, does not force the issue of the theme. Just like in the case of D&D, it's more about System than system. System with a capital S is the sum of what happens around the table, not just the rules in the book. I think 3:16 is a very subtle design, in that it rather tries to give you a playground and let's you discover its social mechanics than putting it into text.
Killing bugs and going into genocidal frenzy is something that can affect you, not only your character. This is something which I've also found happens in Dogs in the Vineyard. At least for me it does. When I first played it, I started thinking about how I felt about the events my character encountered. If you let that inform your character's actions is of course up to your individual play style, but I found it both challenging and refreshing. 3:16 is a game that works the same way.
If you don't feel a bit repulsed by your trooper's mindless killing you I don't say you are playing it wrong, but if you do get that effect it sure is a memorable one!
Interestingly enough, on the podcast there was a player who did not feel the game "clicked" for them. The question came up whether the theme of the game was satire, and if it was reinforced by the system of the game. Considering you don't count hits in that game, but kills, I think it's pretty obvious. But, there are some subtle things in there I felt like talking more about in this space.
In the game you have a flashback mechanic. Using that you can take narrative control, and define the psychology of your trooper. This is where the game enters the "hippie game" territory. But, here's the interesting part. Using the flashback you can fail and succeed on your terms, but it does not force you to adhere to the theme. In fact, it's only the last flashback that's mandated, as Hatred for Home. Basically, there is an endgame and there is a setup. The latter picture mindless carnage and the former suggests moral doubt and satire after turning military glory into genocide. What is interesting is that up until that point, you can play it however you like. There's nothing forcing you down the path of satire. Sure, there is that end, but it's fairly open to interpretation and you get to choose the seriousness of it.
Some people like to point out that even though D&D basically only has rules for combat, it's not really about combat. I'm not going to get involved in that discussion, but I want to compare that situation to 3:16. In that game you have a setup which is all about killing. Your game system only involves itself with killing, and that which some consider its core, the flashback system, does not force the issue of the theme. Just like in the case of D&D, it's more about System than system. System with a capital S is the sum of what happens around the table, not just the rules in the book. I think 3:16 is a very subtle design, in that it rather tries to give you a playground and let's you discover its social mechanics than putting it into text.
Killing bugs and going into genocidal frenzy is something that can affect you, not only your character. This is something which I've also found happens in Dogs in the Vineyard. At least for me it does. When I first played it, I started thinking about how I felt about the events my character encountered. If you let that inform your character's actions is of course up to your individual play style, but I found it both challenging and refreshing. 3:16 is a game that works the same way.
If you don't feel a bit repulsed by your trooper's mindless killing you I don't say you are playing it wrong, but if you do get that effect it sure is a memorable one!
Sunday, September 8, 2013
Emergent Story - in multiple ways
I was listening to an episode of the The Walking Eye
podcast recently. It sometimes has moments of pure brilliance, and I
was hoping to catch some of those. Someone mentioned some "Forgespeak",
which made me want to write this post. I've tried three times to make this to the point and less rambling. God knows if I succeeded!
Have you heard the phrases Story Before/Story Now/Story After? That was the "Forgespeak" which I triggered on. Basically, those words are all about how and when the "story" appear in the game. Naturally there are strong opinions attached to all those positions. I will just pontificate on the idea of story and when it happens, kind of with those positions as a starting point. We are talking rpg theory here, so nobody just blogs. We pontificate.
It's interesting how "story" became such a loaded term. Personally I blame the metaplot heavy days when White Wolfe reigned. Others were also quite into it, but it seems like the WoD gamers adapted it fully. The Story Before concept relates to that, with the GM showing up with a story in her head before even the game starts. I have actually played in a few con games like that, and they were not all bad. But, more often than not, I don't enjoy that.
But, the other cases of emerging story is more interesting. I'm not entirely sure why the Story After case are considered a sign of "dysfunctional play", but I'll roll with it and consider some cases of emerging stories.
I like to play games where actions of the players affect the world, and small pebbles tossed in the pond by the GM creates big ripples, just because one player or so decides to surf the waves created. That is one quite fun type of emergent story. On the other hand, being thrust into a situation where you have knobs to twiddle and dials to turn is also fun. It seems like some people only likes stories to emerge when they step outside the game system. Others seem to think real story only emerges when the knobs of the game mechanics drives that action. I'm kind of amazed that those two positions are sometimes defended so strongly against each other, when they in my mind is quite similar.
Famously, some people have claimed that the fact that D&D have most detailed rules for combat does not mean the game is about combat, quite the contrary! In that case, story emerges when the rules are not involved.
Other games have rules for social combat, or some kind of game currency you can use in interpersonal interactions, or maybe a set up where the setting and the roles of the characters are creating conflicts to be resolved by the players. I'm actually not sure why especially this latter kind of game so often are scorned by people interested in gaming they "old ways". Sometimes I think it's just a case of narrow vision, thinking D&D is the end all, be all of gaming. At other times it might be that stubborn resistance against "having anyone tell me what my character likes or not". While I can understand the idea of that argument, most people I've encountered arguing like that have also been close minded individuals who came across as jerks in general. Maybe that have coloured my opinion of that argument.
How about this situation? Your character is fighting lizardmen, and overwhelmed decides that as the last man standing, discretion is the better part of valour. From now on that player might decides to always have his character scowl and mutter when lizardmen show up as antagonists. Maybe the character even develops a slight phobia of lizards. That is all emergent story for that character, totally without being based on any rules forcing that to happen.
Compare that to some hippie game where the dungeon crawl is about the mental degeneration of those who crawl underground. Maybe in that game you have a psychological profile, and as you fail some game checks and the numbers decrease, your character get afflicted by some predetermined effect. This is also emergent story for that character. But, in this case it's mandated by the rules.
I personally think the latter way has one advantage. When those knobs and dials are in place, things will happen. If I have to hope for some lucky combination of situation, character and place it will be harder for me as a player to make that happen. It's basically a tool to make it likelier to happen. I think that sometimes the Story Now people have taken that position to be better, since you have tools. I know for a fact that even if I buy a really fancy hammer and saw, I still wont turn into a great carpenter. On the other hand, I still like to have great tools around. Tools I don't have can't help, or hinder. I think that is why I like those games which include more than basic combat, and leaves the rest to the group.
That being said, one thing I really don't get is why so many hippie game designers think that emotional relationships are the only good source of conflict and drama? Do we have to turn all our games into sappy soaps in order to have engaging games? I don't think so. It makes me think of a game I was once in, where we played in a setting developed by our GM. He is a great world builder so just the glimpses we had gotten of the bigger world made me want to go out and explore all that! Imagine my despair when it turned out that we had all been grounded in the village, banned from leaving and exploring the woods and wilds around. This was supposed to be a social game, using the rules for the Buffy RPG. Buffy happens to be a TV series I despise as a sappy soap. Maybe I came to the game from a wrong angle, but it sure didn't work for me.
What I wanted to say with that paragraph was just that the environment can be just a rich source of emerging story as people can. Sometimes I think the dungeon dwellers and the hippie gamers both wants emergent story, but forgets that point, in different ways. Both exploration of time and space as well as interpersonal relationships can create story. Having tools for that in the game system makes for great games when you uses them to hot rod one killer story, or for shiny gears that can lie dormant but admired as decoration as you blaze through the emergent story on wheels you just imagined into being all by yourself without tools.
Yeah, there you have me, creating some group hug of a messy metaphor. Whatever. Here, take a cloth and wipe of some of that grease and oil and go out and game. However.
Have you heard the phrases Story Before/Story Now/Story After? That was the "Forgespeak" which I triggered on. Basically, those words are all about how and when the "story" appear in the game. Naturally there are strong opinions attached to all those positions. I will just pontificate on the idea of story and when it happens, kind of with those positions as a starting point. We are talking rpg theory here, so nobody just blogs. We pontificate.
It's interesting how "story" became such a loaded term. Personally I blame the metaplot heavy days when White Wolfe reigned. Others were also quite into it, but it seems like the WoD gamers adapted it fully. The Story Before concept relates to that, with the GM showing up with a story in her head before even the game starts. I have actually played in a few con games like that, and they were not all bad. But, more often than not, I don't enjoy that.
But, the other cases of emerging story is more interesting. I'm not entirely sure why the Story After case are considered a sign of "dysfunctional play", but I'll roll with it and consider some cases of emerging stories.
I like to play games where actions of the players affect the world, and small pebbles tossed in the pond by the GM creates big ripples, just because one player or so decides to surf the waves created. That is one quite fun type of emergent story. On the other hand, being thrust into a situation where you have knobs to twiddle and dials to turn is also fun. It seems like some people only likes stories to emerge when they step outside the game system. Others seem to think real story only emerges when the knobs of the game mechanics drives that action. I'm kind of amazed that those two positions are sometimes defended so strongly against each other, when they in my mind is quite similar.
Famously, some people have claimed that the fact that D&D have most detailed rules for combat does not mean the game is about combat, quite the contrary! In that case, story emerges when the rules are not involved.
Other games have rules for social combat, or some kind of game currency you can use in interpersonal interactions, or maybe a set up where the setting and the roles of the characters are creating conflicts to be resolved by the players. I'm actually not sure why especially this latter kind of game so often are scorned by people interested in gaming they "old ways". Sometimes I think it's just a case of narrow vision, thinking D&D is the end all, be all of gaming. At other times it might be that stubborn resistance against "having anyone tell me what my character likes or not". While I can understand the idea of that argument, most people I've encountered arguing like that have also been close minded individuals who came across as jerks in general. Maybe that have coloured my opinion of that argument.
How about this situation? Your character is fighting lizardmen, and overwhelmed decides that as the last man standing, discretion is the better part of valour. From now on that player might decides to always have his character scowl and mutter when lizardmen show up as antagonists. Maybe the character even develops a slight phobia of lizards. That is all emergent story for that character, totally without being based on any rules forcing that to happen.
Compare that to some hippie game where the dungeon crawl is about the mental degeneration of those who crawl underground. Maybe in that game you have a psychological profile, and as you fail some game checks and the numbers decrease, your character get afflicted by some predetermined effect. This is also emergent story for that character. But, in this case it's mandated by the rules.
I personally think the latter way has one advantage. When those knobs and dials are in place, things will happen. If I have to hope for some lucky combination of situation, character and place it will be harder for me as a player to make that happen. It's basically a tool to make it likelier to happen. I think that sometimes the Story Now people have taken that position to be better, since you have tools. I know for a fact that even if I buy a really fancy hammer and saw, I still wont turn into a great carpenter. On the other hand, I still like to have great tools around. Tools I don't have can't help, or hinder. I think that is why I like those games which include more than basic combat, and leaves the rest to the group.
That being said, one thing I really don't get is why so many hippie game designers think that emotional relationships are the only good source of conflict and drama? Do we have to turn all our games into sappy soaps in order to have engaging games? I don't think so. It makes me think of a game I was once in, where we played in a setting developed by our GM. He is a great world builder so just the glimpses we had gotten of the bigger world made me want to go out and explore all that! Imagine my despair when it turned out that we had all been grounded in the village, banned from leaving and exploring the woods and wilds around. This was supposed to be a social game, using the rules for the Buffy RPG. Buffy happens to be a TV series I despise as a sappy soap. Maybe I came to the game from a wrong angle, but it sure didn't work for me.
What I wanted to say with that paragraph was just that the environment can be just a rich source of emerging story as people can. Sometimes I think the dungeon dwellers and the hippie gamers both wants emergent story, but forgets that point, in different ways. Both exploration of time and space as well as interpersonal relationships can create story. Having tools for that in the game system makes for great games when you uses them to hot rod one killer story, or for shiny gears that can lie dormant but admired as decoration as you blaze through the emergent story on wheels you just imagined into being all by yourself without tools.
Yeah, there you have me, creating some group hug of a messy metaphor. Whatever. Here, take a cloth and wipe of some of that grease and oil and go out and game. However.
Thursday, August 22, 2013
How to write adventures - I keep talking about scene based design
I'm continuing my thinking on adventure design, and have now come to how I've planned out my Savage Worlds scenarios. Since I've heard so much about how great this game is for cons, I designed scenarios from that. I've listened to how people often use a scene based design to fit in the time constraints, and that fit me perfectly.
So, I wanted to do something with a lot of feel of the X-files. Since I started from that, it was very natural for me to think of a scene that introduce the mystery and then play the intro and then introduce the characters. Since I was not writing a TV-show, I did think up the first part, but we started play when the players entered the plot.
The first scene would utilize the outcome of the background scene as its "bang". So I imagined a miner in this small community being attacked by his whole kennel of dogs, and how his fiance would see it and panic. That was what had just happened. Then I planned on putting the PCs in that small mining town, fill it with NPCs and build scenes from character interaction and some"plot based" scenes that would exhibit more of the strangeness that was the basis for the hounds attacking the miner.
The main plot was that the miners had dug deep into the Appalachians in West Virginia, and uncovered Cthonians. They reacted by psionic mind controls and called in their minions. I planned to have some weird things happening, like the MIB show up and discourage the PCs from snooping, and finally have the fiance disappear only to call someones phone and lure them out into the wilds at night. I had decided that after fooling around like that, I would end it with a scene where the PCs found them somehow confronting "aliens" in a strong light and finally finding themselves with redacted memories in their car out on the highway.
So, how did it go, and how did I used the scene based design?
Well, I started with the players taking control. They came to the town, and started talking to people. I decided to take a cue from Vincent Baker's advice in Dogs in the Vineyard, and started to give away as much as possible from all the NPCs. Vincent is wise, for without that they would have stumbled!
Talking to the NPCs, the characters were set in a location, some people were there and that was often the extent of my scene framing. I did not include any "bangs" or any destabilizing events into those interpersonal interactions.
In between those I dropped some small bombs in the shape of scenes with not only location and people, but also destabilizing events. It turned out that those scenes which all had things happening they had to react to did work really well. I totally failed to make one of them a chase scene with the Savage Worlds chase rules, but that was only me at odds with that rules set, and I've posted about that in other posts.
Worth noting here is that I did not introduce any shakeups in the "interview" scenes we had. Maybe I should have, because I sometimes felt that all those individuals with cool stories to tell had to walk up to the player characters more often than being sought out. It might be something that is dependent on how proactive your players are, but I did take that with me to my next attempt. It was my greatest lesson from this kind of adventure design.
Then there was that about how to string scenes together. In this scenario, which I called "Deep Calls to Deep", the players had the choice of going where they wanted and talking to whomever they choose. That kind of made it very natural for me to toss in my bombs after they had learned stuff which would make the next thing happening feel more cool. It made for a fairly natural flow, I would think.
All in all I think it went well, and as far as I understood from the after game chat I had nailed the X-Files feel. Nobody ever got any hint it was a Cthulhuoid menace.
But, what could I make different, and better, the next time? I will talk a bit about stringing scenes together next time.
So, I wanted to do something with a lot of feel of the X-files. Since I started from that, it was very natural for me to think of a scene that introduce the mystery and then play the intro and then introduce the characters. Since I was not writing a TV-show, I did think up the first part, but we started play when the players entered the plot.
The first scene would utilize the outcome of the background scene as its "bang". So I imagined a miner in this small community being attacked by his whole kennel of dogs, and how his fiance would see it and panic. That was what had just happened. Then I planned on putting the PCs in that small mining town, fill it with NPCs and build scenes from character interaction and some"plot based" scenes that would exhibit more of the strangeness that was the basis for the hounds attacking the miner.
The main plot was that the miners had dug deep into the Appalachians in West Virginia, and uncovered Cthonians. They reacted by psionic mind controls and called in their minions. I planned to have some weird things happening, like the MIB show up and discourage the PCs from snooping, and finally have the fiance disappear only to call someones phone and lure them out into the wilds at night. I had decided that after fooling around like that, I would end it with a scene where the PCs found them somehow confronting "aliens" in a strong light and finally finding themselves with redacted memories in their car out on the highway.
So, how did it go, and how did I used the scene based design?
Well, I started with the players taking control. They came to the town, and started talking to people. I decided to take a cue from Vincent Baker's advice in Dogs in the Vineyard, and started to give away as much as possible from all the NPCs. Vincent is wise, for without that they would have stumbled!
Talking to the NPCs, the characters were set in a location, some people were there and that was often the extent of my scene framing. I did not include any "bangs" or any destabilizing events into those interpersonal interactions.
In between those I dropped some small bombs in the shape of scenes with not only location and people, but also destabilizing events. It turned out that those scenes which all had things happening they had to react to did work really well. I totally failed to make one of them a chase scene with the Savage Worlds chase rules, but that was only me at odds with that rules set, and I've posted about that in other posts.
Worth noting here is that I did not introduce any shakeups in the "interview" scenes we had. Maybe I should have, because I sometimes felt that all those individuals with cool stories to tell had to walk up to the player characters more often than being sought out. It might be something that is dependent on how proactive your players are, but I did take that with me to my next attempt. It was my greatest lesson from this kind of adventure design.
Then there was that about how to string scenes together. In this scenario, which I called "Deep Calls to Deep", the players had the choice of going where they wanted and talking to whomever they choose. That kind of made it very natural for me to toss in my bombs after they had learned stuff which would make the next thing happening feel more cool. It made for a fairly natural flow, I would think.
All in all I think it went well, and as far as I understood from the after game chat I had nailed the X-Files feel. Nobody ever got any hint it was a Cthulhuoid menace.
But, what could I make different, and better, the next time? I will talk a bit about stringing scenes together next time.
Wednesday, August 21, 2013
How to write adventures - I keep talking about location based design
So, what were my experiences from Location Based Design for my adventure?
I had decided to play a game of Mutant, one of the earliest games I ever played for any extended time. It's a BRP game, which really looks a lot like Gamma World. Mutated anthropomorphic animals for the win! Thanks to those qualities I could inject lot of humour and jokes about contemporary events.
The backstory say that some kind of catastrophe occurred, and humankind escaped into subterranean bunkers, and only ventured outside when long time had passed. Knowledge of the old times have faded, and now mutants of all kinds roamed the lands. I decided to make the PCs all be part of a secret project to develop psychic powers, and they had all been put to cryogenic sleep. Now they wake up, with hazy memories and can explore the setting with no preconceived ideas, as they knew as much as their characters did.
My location was a small village, with a sawmill powered by an artifact from the Old Days. The village was basically ruled and run by the robber baron that owned the artifact. I made up a few enemies of his, some shops and people in the village and let the players loose.
Like I wrote about yesterday I had the map, the location in question. The threat I envisioned was the tension in the village between the rich ruler and his "subjects". In order to make it something the players could not just ignore I also invented an NPC with a personal vendetta against the baron, and a timeline for how it would play out.
So, how did it work?
The biggest problem I think was related to the reasons for the PCs to be there. They woke up, and some mutated badgers brought them to the baron and the basically followed along. While they did walk around a bit, they never did take strong action for or against any of the sides in the village. I think I learned that the threat has to be immediate, and personal. If you have very pro-active players they might make things up for themselves, but I think having a clear, threat, is a good idea. It's first now when I look back at it and try to formulate what the components were that I settled on that term.
I claim this is one of the basic forms of design for an adventure. Some call this fish tank or sandbox. I'd prefer to shine the light on the Location. Why? Because a sandbox is just a somewhat flat area, of a common material. I think a location based adventure has to be much more, and that's why I never have had much success with "sandboxes". A Location has to be strange, worth investigating and exploring and there has to be a clear threat looming large and personal. At least that's the theory.
Next up I'll take a closer look at the Scene Based Design.
I had decided to play a game of Mutant, one of the earliest games I ever played for any extended time. It's a BRP game, which really looks a lot like Gamma World. Mutated anthropomorphic animals for the win! Thanks to those qualities I could inject lot of humour and jokes about contemporary events.
The backstory say that some kind of catastrophe occurred, and humankind escaped into subterranean bunkers, and only ventured outside when long time had passed. Knowledge of the old times have faded, and now mutants of all kinds roamed the lands. I decided to make the PCs all be part of a secret project to develop psychic powers, and they had all been put to cryogenic sleep. Now they wake up, with hazy memories and can explore the setting with no preconceived ideas, as they knew as much as their characters did.
My location was a small village, with a sawmill powered by an artifact from the Old Days. The village was basically ruled and run by the robber baron that owned the artifact. I made up a few enemies of his, some shops and people in the village and let the players loose.
Like I wrote about yesterday I had the map, the location in question. The threat I envisioned was the tension in the village between the rich ruler and his "subjects". In order to make it something the players could not just ignore I also invented an NPC with a personal vendetta against the baron, and a timeline for how it would play out.
So, how did it work?
The biggest problem I think was related to the reasons for the PCs to be there. They woke up, and some mutated badgers brought them to the baron and the basically followed along. While they did walk around a bit, they never did take strong action for or against any of the sides in the village. I think I learned that the threat has to be immediate, and personal. If you have very pro-active players they might make things up for themselves, but I think having a clear, threat, is a good idea. It's first now when I look back at it and try to formulate what the components were that I settled on that term.
I claim this is one of the basic forms of design for an adventure. Some call this fish tank or sandbox. I'd prefer to shine the light on the Location. Why? Because a sandbox is just a somewhat flat area, of a common material. I think a location based adventure has to be much more, and that's why I never have had much success with "sandboxes". A Location has to be strange, worth investigating and exploring and there has to be a clear threat looming large and personal. At least that's the theory.
Next up I'll take a closer look at the Scene Based Design.
Tuesday, August 20, 2013
How to write adventures - some attempts at consolidating ideas
I've listened to quite a few podcasts where the topic have been how to write convention scenarios. That combined with my experiences running Savage Worlds and my post apocalyptic game have resulted in some conclusions. At least I think it's conclusions. But, naturally, I will probably keep thinking on the topic, and probably keep posting new ideas. Now I felt like summarizing somewhat.
I think I've found two ways to write adventures. There might be more ways, but these two have worked for me, and I felt like taking some note of what parts were needed for the machine to work.
First off, Location Based Design.
For this to work, you need two things.
The Location Based Design I think work best when the reason for being there is not based on the location. It should be something that the PCs take with them, a mission or a rumour. For the longevity of this type of design I think that is a key thing.
Secondly, Scene Based Design.
For this design to work, you need three things.
Naturally, to have more than a very short scenario you will need multiple scenes. The way you string them together can probably be a topic in of itself. I'll get back to it.
I will try to dive a bit deeper into how these two crystallized in my next post, and bring some examples. Anyone having experiences with those two sets of design frames are welcome to chime in. I hope I will better understand my own thinking, and know I have more to learn on the topic.
I think I've found two ways to write adventures. There might be more ways, but these two have worked for me, and I felt like taking some note of what parts were needed for the machine to work.
First off, Location Based Design.
For this to work, you need two things.
- A map
- Threats
The Location Based Design I think work best when the reason for being there is not based on the location. It should be something that the PCs take with them, a mission or a rumour. For the longevity of this type of design I think that is a key thing.
Secondly, Scene Based Design.
For this design to work, you need three things.
- Where the scene is set.
- Those who are present stated up, with intentions and motivations.
- What just happened, the "bang".
Naturally, to have more than a very short scenario you will need multiple scenes. The way you string them together can probably be a topic in of itself. I'll get back to it.
I will try to dive a bit deeper into how these two crystallized in my next post, and bring some examples. Anyone having experiences with those two sets of design frames are welcome to chime in. I hope I will better understand my own thinking, and know I have more to learn on the topic.
Sunday, July 8, 2012
Character personality as crunch
I read a post on The Douchey DM, by Stu from Happy Jacks RPG Podcast. He posts on the topic of whether character personality chould be part of the game mechanics. I have on more than one occasion in both posts and blog comments mentioned how I by far prefer to randomly generate my characters and than designing them through, e.g., point by systems.
For me it works better by far to play the character and in play develop personality traits. When I don't, I find more often than not that I run out of ideas and the character becomes a one trick pony.
Now, what happens when the character personality and psychology is supported by game mechanics?
I think the crunch heavy game, where I get to game (so to speak) the personality, it works better for me. Even if I decide beforehand some character traits, I tend to get more out of them if I can use them as an excuse to roll dice. Maybe it's because most games have some kind of mechanic for those traits to change and develop. It kind of is a way to support my implied way of developing a character with a game system.
Interestingly enough, many new school game, like those from the Forge community, are not only quite crunch heavy but also quite "in your face" when it comes to supporting the psychology and personality of the character and its relationships with game mechanics.
Thus, we have three groups of games.
1. the old school game where there's not much game mechanical support for anything but combat.
2. the 2nd generation game where the designers left the random tables behind and you "can build anything". Premier examples are GURPS and Hero.
3. the new school game with few rules, but they often focus on the character personalities and interpersonal activities.
What I find interesting is how this is also something of a chronological series. Really new games and old ones have interesting similarities for supporting a style of play where you "game the personalities of your character. One game by leaving you to your own devices, and the other by focusing the rules on that thing.
For me this explains why I find some games so fascinating, but still can't make them work for me. This is also why I do things like this, where I try to merge the qualities I like most from games of different eras and generations. The true test of skills would of course be to find a way to hack GURPS to be what I want.
For me it works better by far to play the character and in play develop personality traits. When I don't, I find more often than not that I run out of ideas and the character becomes a one trick pony.
Now, what happens when the character personality and psychology is supported by game mechanics?
I think the crunch heavy game, where I get to game (so to speak) the personality, it works better for me. Even if I decide beforehand some character traits, I tend to get more out of them if I can use them as an excuse to roll dice. Maybe it's because most games have some kind of mechanic for those traits to change and develop. It kind of is a way to support my implied way of developing a character with a game system.
Interestingly enough, many new school game, like those from the Forge community, are not only quite crunch heavy but also quite "in your face" when it comes to supporting the psychology and personality of the character and its relationships with game mechanics.
Thus, we have three groups of games.
1. the old school game where there's not much game mechanical support for anything but combat.
2. the 2nd generation game where the designers left the random tables behind and you "can build anything". Premier examples are GURPS and Hero.
3. the new school game with few rules, but they often focus on the character personalities and interpersonal activities.
What I find interesting is how this is also something of a chronological series. Really new games and old ones have interesting similarities for supporting a style of play where you "game the personalities of your character. One game by leaving you to your own devices, and the other by focusing the rules on that thing.
For me this explains why I find some games so fascinating, but still can't make them work for me. This is also why I do things like this, where I try to merge the qualities I like most from games of different eras and generations. The true test of skills would of course be to find a way to hack GURPS to be what I want.
Tuesday, March 20, 2012
RIP Professor Barker
Professor M A R (“Phil”) Barker died just recently. I was away from home, cramming my head full with new skills for my gong fu, when I friend called me up and told me the news. I have never played EPT but I have read his first novel, and liked it. Right now I wish I could re-read it, but I lent it out and now it's lost. One of these days I'd like to explore Tekumel.
So, what can I say that have not been said already? I didn't know him, and don't have any experience with the game world. I'm thinking of how fans of Tekumel write their setting and rules hacks.
If you check out the official Tekumel site, you will find links to many different rules systems. Those I find intriguing are the ones which don't try to adapt an existing set, but instead start with what is specific for Tekumel. There are a few, and some are not even finished after those specifics are nailed down. Maybe that is what is the core of the rules needed. The main theme of the game is by necessity what should first be written. Can you spot what is the core theme of GURPS? I bet there is one. Those might not be obvious at first, but even fairly setting agnostic rules have themes in them. I'm right now suddenly immediately struck by the necessity of that fact. I think I'm going to meditate on that a bit. Maybe re-reading those Tekumel rules again will make me see the Tekumel behind the rules.
Thanks for the cerebral workout Professor! Even indirectly, your creation makes the gears turn. The power of dream and imagination is amazing. Game on!
So, what can I say that have not been said already? I didn't know him, and don't have any experience with the game world. I'm thinking of how fans of Tekumel write their setting and rules hacks.
If you check out the official Tekumel site, you will find links to many different rules systems. Those I find intriguing are the ones which don't try to adapt an existing set, but instead start with what is specific for Tekumel. There are a few, and some are not even finished after those specifics are nailed down. Maybe that is what is the core of the rules needed. The main theme of the game is by necessity what should first be written. Can you spot what is the core theme of GURPS? I bet there is one. Those might not be obvious at first, but even fairly setting agnostic rules have themes in them. I'm right now suddenly immediately struck by the necessity of that fact. I think I'm going to meditate on that a bit. Maybe re-reading those Tekumel rules again will make me see the Tekumel behind the rules.
Thanks for the cerebral workout Professor! Even indirectly, your creation makes the gears turn. The power of dream and imagination is amazing. Game on!
Thursday, February 23, 2012
The question of free will - part two
So, I started off with the situation where a PC want to convince a NPC to to do something. Let's now look at the much thornier issue, influencing a PC.
To begin with, can they do it? It's very easy to say that since that would rob a player of his free will, it can't be done. But, once again we have the question of how to model in a game the situation of a player with very limited social skills playing a character that is a fast talker. How do you do it?
I can see the argument that this is not part of the game. If someone like to play a smooth talker he should talk the talk. If it's not stats, AC or HP it is in the domain of the player. I don't agree. Also, someone might say that skills can do a lot, and it's ok to use Charm as a skill to make a NPC do something, but that it is not applicable to player characters. I don't agree.
The way I see it, if there are skills in the game for social interaction, they are to be used for social interaction! If you start to exclude some characters from effects of the game system, then the next step of course is to exclude the Boss monster or the NPC crucial for the story the GM has planned.
Yeah, I know I couldn't help myself. I slipped that one in. Deal with "story" another time. For now, just accept it exist.
Anyway. I was saying? Yeah, plot immunity. So, I think it makes more sense to have everyone in the game be affected by social interaction skills. Also, remember all those moments when the dice fell like they did and you talked about it for weeks? Now it can happen in more ways than combat! In addition, having your character be affected by an intimidation attempt will probably make that character behave like it really would, not like you would. That is, after all, what roleplaying is about. Regardless if you like to speak in funny voices or use your character like a chess piece, I might add.
So, if anyone can be charmed and intimidated I suggest everyone have skills to counter and handle such issues. Ideally you would have some influence over the way your character behaves, I'm not urging you to abandon that wholly. Instead, if there is a trait to roll for a specific kind of social interaction, that can also be used to defend against it. Needless to say, I think these should be capabilities that all characters should have.
To give you an idea of what this could mean, I present TORG as an example.
In TORG everyone have stats, skills and a set of numbers for Approved Actions. those are Maneuver, Trick, Test, Taunt and Intimidate. Those are all classes of actions that show up on those fancy cards you play to jazz up scenes in the game. Charm, Persuasion and Intimidate have their own chapter in the rules, and all these abilities are resolved on a specific chart, showing the result of the attempt. I think that even if you don't have a game system where there are cards in play, the idea of having these actions be clear and present options in every moment at the table is a great. Everyone has the abilities, everyone can defend against them, and everyone is always reminded that apart from rolling to whack that guy over the head I can also use these abilities. I think it suggests a more interesting and varied play experience.
This is becoming a very long post, I have not yet said anything about how to implement it in a game that is not TORG. Let's see if it can be done.
To begin with, can they do it? It's very easy to say that since that would rob a player of his free will, it can't be done. But, once again we have the question of how to model in a game the situation of a player with very limited social skills playing a character that is a fast talker. How do you do it?
I can see the argument that this is not part of the game. If someone like to play a smooth talker he should talk the talk. If it's not stats, AC or HP it is in the domain of the player. I don't agree. Also, someone might say that skills can do a lot, and it's ok to use Charm as a skill to make a NPC do something, but that it is not applicable to player characters. I don't agree.
The way I see it, if there are skills in the game for social interaction, they are to be used for social interaction! If you start to exclude some characters from effects of the game system, then the next step of course is to exclude the Boss monster or the NPC crucial for the story the GM has planned.
Yeah, I know I couldn't help myself. I slipped that one in. Deal with "story" another time. For now, just accept it exist.
Anyway. I was saying? Yeah, plot immunity. So, I think it makes more sense to have everyone in the game be affected by social interaction skills. Also, remember all those moments when the dice fell like they did and you talked about it for weeks? Now it can happen in more ways than combat! In addition, having your character be affected by an intimidation attempt will probably make that character behave like it really would, not like you would. That is, after all, what roleplaying is about. Regardless if you like to speak in funny voices or use your character like a chess piece, I might add.
So, if anyone can be charmed and intimidated I suggest everyone have skills to counter and handle such issues. Ideally you would have some influence over the way your character behaves, I'm not urging you to abandon that wholly. Instead, if there is a trait to roll for a specific kind of social interaction, that can also be used to defend against it. Needless to say, I think these should be capabilities that all characters should have.
To give you an idea of what this could mean, I present TORG as an example.
In TORG everyone have stats, skills and a set of numbers for Approved Actions. those are Maneuver, Trick, Test, Taunt and Intimidate. Those are all classes of actions that show up on those fancy cards you play to jazz up scenes in the game. Charm, Persuasion and Intimidate have their own chapter in the rules, and all these abilities are resolved on a specific chart, showing the result of the attempt. I think that even if you don't have a game system where there are cards in play, the idea of having these actions be clear and present options in every moment at the table is a great. Everyone has the abilities, everyone can defend against them, and everyone is always reminded that apart from rolling to whack that guy over the head I can also use these abilities. I think it suggests a more interesting and varied play experience.
This is becoming a very long post, I have not yet said anything about how to implement it in a game that is not TORG. Let's see if it can be done.
Wednesday, February 22, 2012
The question of free will - part one
I saw a new episode show up in the feed from Happy Jacks rpg podcast and downloaded greedily to devour my new favourite show. It turned out that it was a few days too early, and due to a hiccup in the feed, it was an episode from season two that showed up. I listened to it anyway, and not only was it as good as the last episodes, the guys talked about an issue which I find interesting and am thus going to post on. It is the question of to what extent you are allowed to influence other characters in the game, regardless of they are played by a player or the GM. Let's dive into it.
So, let's say you want your PC to convince the guard to let you in to the castle, how do you do it?
There might be more variants, but those illustrate some different approaches to the problem.
1. The issue here is that it is pure game mechanics and player skill and immersion is severely limited. The good thing is, this helps a socially disadvantaged person play a suave bard, or what not. That is one of the reasons we play make believe with dice after all, to be somebody else.
2. The issue here is obviously that it is all down to social skills, intangibles like friendship with the GM and all possible issues of power play at the social level. Also, this is the territory in which the free form pretentiousness dwells, beware.
3. This looks like a middle of the road choice from the two above, right? Some immersion, some feedback from the game system and both gamers and thespians gets to play to their strengths. I like this option.
4. This is kind of the social douche bag version of option one. It's what can happen if you have no game mechanic to fall back upon, and you try to rely on player skill but there are only rules lawyers and people playing the rules around. This as bad as option two, I think.
Now let's consider something more complicated. Imagine a player wishing to influence another player character. How do you handle that?
I have some ideas, which I will post next.
So, let's say you want your PC to convince the guard to let you in to the castle, how do you do it?
- 1. You roll your skill roll for bluff/persuade
- 2. You bring out your thespian skills and make it sound good. The GM then let it succeed if it was convincing/funny/dramatic appropriate enough.
- 3. You bring out your thespian skills, and the GM then gives you a bonus/penalty for the bluff/persuade skill roll.
- 4. You convince the GM that it would make sense for the character you are playing to succeed in these circumstances.
There might be more variants, but those illustrate some different approaches to the problem.
1. The issue here is that it is pure game mechanics and player skill and immersion is severely limited. The good thing is, this helps a socially disadvantaged person play a suave bard, or what not. That is one of the reasons we play make believe with dice after all, to be somebody else.
2. The issue here is obviously that it is all down to social skills, intangibles like friendship with the GM and all possible issues of power play at the social level. Also, this is the territory in which the free form pretentiousness dwells, beware.
3. This looks like a middle of the road choice from the two above, right? Some immersion, some feedback from the game system and both gamers and thespians gets to play to their strengths. I like this option.
4. This is kind of the social douche bag version of option one. It's what can happen if you have no game mechanic to fall back upon, and you try to rely on player skill but there are only rules lawyers and people playing the rules around. This as bad as option two, I think.
Now let's consider something more complicated. Imagine a player wishing to influence another player character. How do you handle that?
I have some ideas, which I will post next.
Sunday, August 21, 2011
How to be a good GM
Since the whole blogosphere is talking about how to be a better GM I am going to toss in my two cents in the ring as well. I guess mine have the queen on them, since I have no idea how the euro cents look like.
I suggest there is just one skill you really need to be a good GM.
Well, you probably think that is hogwash, and more than one thing is included in my suggestion. I still want to focus on that thing, though.
To be a really good GM, you need to be able to go with the flow.
That's it. Say 'yes' and make some shit up. That's what it's all about.
What? You think that didn't help much? Let me expand a bit then.
I suggest that the great thing that hanging out with your friends pretending to be an elf is all about entering a secondary world where you can do anything! In order to have it be like that, for the players it must always feel like the limitations of their mundane existence are no more.
That means that if they sit there and want you to take them through a story, make some shit up and do it. Lead them through fairyland. If it means they have glorious plans for how they will hexcrawl and explore the sandbox, make some shit up and do it. Show them fairyland and let them rape it (yes, they will do disgusting things against your wishes. I didn't type that lightly).
I never said it would be easy, or that I could teach you how.
I suggest there is just one skill you really need to be a good GM.
Well, you probably think that is hogwash, and more than one thing is included in my suggestion. I still want to focus on that thing, though.
To be a really good GM, you need to be able to go with the flow.
That's it. Say 'yes' and make some shit up. That's what it's all about.
What? You think that didn't help much? Let me expand a bit then.
I suggest that the great thing that hanging out with your friends pretending to be an elf is all about entering a secondary world where you can do anything! In order to have it be like that, for the players it must always feel like the limitations of their mundane existence are no more.
That means that if they sit there and want you to take them through a story, make some shit up and do it. Lead them through fairyland. If it means they have glorious plans for how they will hexcrawl and explore the sandbox, make some shit up and do it. Show them fairyland and let them rape it (yes, they will do disgusting things against your wishes. I didn't type that lightly).
I never said it would be easy, or that I could teach you how.
Wednesday, March 16, 2011
What do we do when we play?
I remember seeing this a short while back, and I saved the quote. Well put, well put indeed.
We don't explore characters; we explore dungeons.It makes a hell of a lot of sense to describe old school play like that. Sometimes I think some people don't appreciate how much can be contained in the idea of role playing.
Thursday, December 23, 2010
The point of dice
I'm doing some prep work for my new game, and one thing I'm reading is Burning Wheel. In this amazing game Luke Crane writes something really cool about dice, and I'm going to quote it in full. Consider this:
There are multiple things here that I really dig. The quest for a game that works, even if people are not acting live fair-minded adults can take you down many different paths, but having a system is a must. Note also that BW is a game, and I think it should be emphasized. While you can go in a mental spin about how roleplaying is a new art form of interactive storytelling, it shines when it's grounded. A game. A game which can be played on multiple levels, at the same time be what different people want out of it. Finally, by grounding that in the rules, preferably the advancement rules, you have a vehicle carrying the kind of game play you want. There's nothing like it.
Roll the dice.
"Why roll at all? Why not just agree on what's happening? We're all fair-minded adults, right? Well, social agreement is a fantastic ideal, but it is subject to bullying, blustering, intimidation, manipulation, cajoling, persuasion and lying: all things that are separate from the characters -- part of a social dynamic that is apart from the game. By relying on the dice, everyone is on a level playing field. Burning Wheel is a game, not acting class. The versus tests get everyone playing the game, and besides, your characters only advance if you roll the dice!"
There are multiple things here that I really dig. The quest for a game that works, even if people are not acting live fair-minded adults can take you down many different paths, but having a system is a must. Note also that BW is a game, and I think it should be emphasized. While you can go in a mental spin about how roleplaying is a new art form of interactive storytelling, it shines when it's grounded. A game. A game which can be played on multiple levels, at the same time be what different people want out of it. Finally, by grounding that in the rules, preferably the advancement rules, you have a vehicle carrying the kind of game play you want. There's nothing like it.
Roll the dice.
Thursday, November 18, 2010
The point of NPCs, and styles of play
This morning I met an old friend whom I used to game with. We chatted a bit about life, work and family before delving deep into our gaming experiences since last time. Since I split from a game after inheriting this friend's character I talked a bit about why that game didn't appeal to me. This made me verbalize a few things which I've been thinking but never before put into words. I'll try to share some of that insight here.
I was playing in this game where we were young adults in a weird kind of post-apocalyptic fantasy world with religious overtones. It kind of made me think of the Alvin Maker series by Orson Scott Card. We all had some Gift, and our village felt like some kind of religious commune. Since everything around the village, out in the woods, is dangerous and strange we all had the roles of rangers in training. After having encountered some soldiers and had a big fight there erupted a thunderstorm and when our village elder visited the druids in the wood afterwards we learned that he had made a deal for us to stay for one year in the village, not trespassing into their realm.
So, here we were, sitting for a year in the village with a bunch of refugees from another village which had been invaded by the soldiers we'd fought. Note that this year was not to be glossed over. We were expected to play it out, in a fairly low pace. That is, we would spend the game chatting with ourselves and "getting involved" in the refugees and other NPCs in the village. Character based soap opera, in other words. I quit the game.
I realize I'm already a bit long winded, but will now get to the point.
What are the point of NPCs in your game? Sources of information? For you and the players (I'm writing this from the point of a referee here) to interact to find out more about that NPC's inner life or maybe develop the character you're playing?
Now when thinking of why a soap opera game was to contrary to all my wishes, I managed to narrow down what I like with roleplaying as the possibility to explore a secondary world. Using NPCs you can showcase how someone who knows this world acts and thinks. Basically, they are they way the secondary world shows itself to the players. The NPCs are a way to make that world look like it breathes and moves while your players are not looking.
Contrast that with NPCs who are there in order for your players to get to express their longings from drama class. In that case you are interested in the NPCs for their own sake, and in the player characters for their own sake. Not for their actions, which is very different.
I've come to the insight that the latter way, especially combined with ideas like "freeform" or "jeepform" bores me to death. I want to play a roleplaying game not act in an amateur theatre group. If I wanted that I would be better served by finding an amateur theatre group, I think. Add to that the pretentiousness of some of the people involved in that kind of "gaming" and I feel like throwing up.
How do you feel about styles of play, and the roles of NPCs? It might be different, and it's totally ok. But, if you differ very much from how I feel, I doubt we will enjoy the same game for long. Now I at least have something to show people when they want to know what kind of game I like.
I was playing in this game where we were young adults in a weird kind of post-apocalyptic fantasy world with religious overtones. It kind of made me think of the Alvin Maker series by Orson Scott Card. We all had some Gift, and our village felt like some kind of religious commune. Since everything around the village, out in the woods, is dangerous and strange we all had the roles of rangers in training. After having encountered some soldiers and had a big fight there erupted a thunderstorm and when our village elder visited the druids in the wood afterwards we learned that he had made a deal for us to stay for one year in the village, not trespassing into their realm.
So, here we were, sitting for a year in the village with a bunch of refugees from another village which had been invaded by the soldiers we'd fought. Note that this year was not to be glossed over. We were expected to play it out, in a fairly low pace. That is, we would spend the game chatting with ourselves and "getting involved" in the refugees and other NPCs in the village. Character based soap opera, in other words. I quit the game.
I realize I'm already a bit long winded, but will now get to the point.
What are the point of NPCs in your game? Sources of information? For you and the players (I'm writing this from the point of a referee here) to interact to find out more about that NPC's inner life or maybe develop the character you're playing?
Now when thinking of why a soap opera game was to contrary to all my wishes, I managed to narrow down what I like with roleplaying as the possibility to explore a secondary world. Using NPCs you can showcase how someone who knows this world acts and thinks. Basically, they are they way the secondary world shows itself to the players. The NPCs are a way to make that world look like it breathes and moves while your players are not looking.
Contrast that with NPCs who are there in order for your players to get to express their longings from drama class. In that case you are interested in the NPCs for their own sake, and in the player characters for their own sake. Not for their actions, which is very different.
I've come to the insight that the latter way, especially combined with ideas like "freeform" or "jeepform" bores me to death. I want to play a roleplaying game not act in an amateur theatre group. If I wanted that I would be better served by finding an amateur theatre group, I think. Add to that the pretentiousness of some of the people involved in that kind of "gaming" and I feel like throwing up.
How do you feel about styles of play, and the roles of NPCs? It might be different, and it's totally ok. But, if you differ very much from how I feel, I doubt we will enjoy the same game for long. Now I at least have something to show people when they want to know what kind of game I like.
Friday, October 29, 2010
Randomness and fun - old/new school
I just revisited some old bookmarks and found two interesting ones I wanted to share.
Compare Zachary Houghton and Vincent Baker.
RPG Blog II
anyway
Zach very aptly put the focus on what is fun. Memorable gaming is fun because of the wonder of the unexpected.
Compare that to this.
Vincent very aptly shows us how aligning player expectations using the game system to share the benefits of the effects on the characters from some action.
In one case you accept before the fact that the random effect will be endured, because it is the shared benefit will be a cool story. You have the expectations aligned beforehand
In the other case you do that which will be a cool story, because the game system helps you to align player expectations, in play.
Look at the end result. You have a cool story where some suffer and some gain, and you have agreed that this is cool, and there are ways to broker the pain.
I like how this converge.
Compare Zachary Houghton and Vincent Baker.
RPG Blog II
anyway
Zach very aptly put the focus on what is fun. Memorable gaming is fun because of the wonder of the unexpected.
Compare that to this.
Vincent very aptly shows us how aligning player expectations using the game system to share the benefits of the effects on the characters from some action.
In one case you accept before the fact that the random effect will be endured, because it is the shared benefit will be a cool story. You have the expectations aligned beforehand
In the other case you do that which will be a cool story, because the game system helps you to align player expectations, in play.
Look at the end result. You have a cool story where some suffer and some gain, and you have agreed that this is cool, and there are ways to broker the pain.
I like how this converge.
Tuesday, July 20, 2010
What do you have rules for?
Ponder this.
Imagine someone trying to roleplay, but discovering that it wasn't as fun as it could have been. Now, how about we create rules for you to "play it right", so it has to be fun. I mean, if the rules lay it down how to do to have fun it must be fun. Right?
or
How about you have rules that strengthen and enforce the theme of the game. Rules about what you do in the game. You don't have combat skills in your game, because that wont be what your game is about. Your game is about baking pie. That's what you need rules for.
How about that?
Imagine someone trying to roleplay, but discovering that it wasn't as fun as it could have been. Now, how about we create rules for you to "play it right", so it has to be fun. I mean, if the rules lay it down how to do to have fun it must be fun. Right?
or
How about you have rules that strengthen and enforce the theme of the game. Rules about what you do in the game. You don't have combat skills in your game, because that wont be what your game is about. Your game is about baking pie. That's what you need rules for.
How about that?
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