- Play-by-post isn't quite my speed. While I love text play, chat is really what fits my style. I like regular weekly sessions; with PBP, the required time commitment is kind of hard to gauge, since the amount I can and should post varies a lot based on what's going on in-game. And it's hard to get really immersed in the scenario, which is a big deal for me. I suspect I could really get into a PBP solo game, since it would always be absolutely clear whose turn it was, but that might be kind of dangerous.
- I have a really weird play-style, and it's all Trollsmyth's fault.
- I need to play more male characters. They're fun, and educational. "Oh. That's what it feels like when a girl laughs at you."
- Low wisdom characters are fantastic. But I knew that already.
- I need to remember to encourage players to build connections between their characters to begin with, because the results are so great for my style of play. This is something that happens pretty naturally in a tabletop game, at least the way I run them: I'll put aside a session for character creation, and the players will talk story and background while one or two people fiddle with the book. But it does need a little extra push online, where everything seems so formal, and people don't necessarily all know each other.
- I'm going to miss Alasdair. Which is new and exciting sensation: I've never played a campaign long enough, or had a character interesting enough, to really be sad when I stopped being able to play him anymore. But Alasdair still had so much excellent drama to angst about and be stupid over.
- God, Alasdair was dumb.
Showing posts with label 7th sea. Show all posts
Showing posts with label 7th sea. Show all posts
Saturday, April 10, 2010
7th Sea: The Last Report
So the 7th Sea game ended a couple of weeks ago. Though it wasn't without its frustrations, overall I'm pretty happy to have been involved with it. A couple of observations:
Sunday, February 28, 2010
7th Sea: Those Basic Joys of the Game
I mentioned in my first post about the 7th Sea game that things had been rough. This has continued to be true since then; 7th Sea involves an amount and variety of dice rolling that's more reminiscent of 3e D&D than the old school editions I've gotten into lately, and it's driven home for me that rules light, DM-fiat driven play is really what I'm interested in right now. More importantly, though I'm slowing getting a better idea of the strengths of PBP play, I'm also slowly coming to the conclusion that it's not my preferred format, either, at least for a group this size, between the reduced immediacy and the logistical issues created when the party splits.
And yet, I continue to play, and I have no plans to stop any time soon. Why, you might reasonably ask, when I'm able to detail with tremendous precision, the aspects in which I find it unsatisfactory? To this question, I can provide only one answer:
Because this game is awesome.
I can't entirely explain this opinion, because it's based, in part, on certain details that have yet to be revealed to the rest of the party. But that in itself is something--I enjoy executing those kinds of reveals, and Erin's handed me a few items that should prove particularly intriguing in that capacity, and that let me explore a number of things I've been enjoying about my character. Who is in himself yet another reason; spooling out the various conflicts I set up in my character's background has been a lot of fun, and discovering new ones as he interacts with the rest of the party has been even more so. And then there's that ever-reliable social element--having Trollsmyth as a fellow player, and a game with my (currently ex, on account of Florida) roommate, are enough in themselves to make my frustrations with other aspects of the game relatively minor.
I have a lot of ideas about how games "ought to be played," and what I want out of a system. I've given a lot of thought to exactly what features I like, and why. I'm still figuring all that out, as always, and my opinions are subject to change--but I have them, and fairly extensive ones at that. But those ideas about system and playstyle and rules, while significant, fade when put up against those basic joys of having a character I enjoy, and playing with interesting people. That's the foundation of everything that comes after it.
And yet, I continue to play, and I have no plans to stop any time soon. Why, you might reasonably ask, when I'm able to detail with tremendous precision, the aspects in which I find it unsatisfactory? To this question, I can provide only one answer:
Because this game is awesome.
I can't entirely explain this opinion, because it's based, in part, on certain details that have yet to be revealed to the rest of the party. But that in itself is something--I enjoy executing those kinds of reveals, and Erin's handed me a few items that should prove particularly intriguing in that capacity, and that let me explore a number of things I've been enjoying about my character. Who is in himself yet another reason; spooling out the various conflicts I set up in my character's background has been a lot of fun, and discovering new ones as he interacts with the rest of the party has been even more so. And then there's that ever-reliable social element--having Trollsmyth as a fellow player, and a game with my (currently ex, on account of Florida) roommate, are enough in themselves to make my frustrations with other aspects of the game relatively minor.
I have a lot of ideas about how games "ought to be played," and what I want out of a system. I've given a lot of thought to exactly what features I like, and why. I'm still figuring all that out, as always, and my opinions are subject to change--but I have them, and fairly extensive ones at that. But those ideas about system and playstyle and rules, while significant, fade when put up against those basic joys of having a character I enjoy, and playing with interesting people. That's the foundation of everything that comes after it.
Tuesday, January 05, 2010
7th Sea: New Campaign, New Character
At this point the Erin's 7th Sea Wave game has been running for about a week now on Wave. Trollsmyth and made characters who had met up before the game got started proper so we'd been playing a bit before Christmas, testing the waters, but the game didn't really get started until December 30th.
Things have been, well, rough. Fun, yes, but there's been a bit of friction. That's normal for a new campaign, particularly for one where the players don't all know each other and haven't all played with the GM before, but the period of adjustment can still be awkward, even if you're expecting it.
A lot of it, honestly, is a side-effect of Doom & Tea Parties. That game going for a year now means Trollsmyth's been my DM for more games than probably all the other DMs I've played with combined. (I game a lot, but the campaigns I've run tend to be short and the campaigns I've played in tend to be shorter. I've had probably eight DMs in nine years of gaming, and run a lot more than I've played.) Which means that I have a lot of habits and expectations and things based on the particular style of that campaign. And Doom & Tea Parties is weird. I love that game, but the ideas it's given me about how I should handle in-game situations, and what the results of various actions will be, don't translate to every game, and it's caused a couple spit-takes on my part when Erin has done something that reminds me, oh yeah, new GM. Not to mention that Labyrinth Lord is not exactly the same rodeo as the drama dice slinging 7th Sea. So that's an on-going adjustment.
But that's part of why I signed up for the game in the first place, so I'm not complaining. As you may have noticed, one of the things I like to do is try new kinds of games and new styles of gaming, so I'm looking forward out of getting shaken out of my rut a little bit. It's a fun rut, and I'm not planning to abandon it permanently, but I could use a little vacation now and then.
It also doesn't hurt that my character, Alasdair the Highland Marches (read "fantasy Scottish") Pirate, rocks, and I'm having all kinds of fun playing him. I put a somewhat ridiculous amount of work into developing him pre-game (1000 words of character background and another 400 of physical description, way more than I would have even considered writing a year ago) and so far it seems to have paid off, giving me a lot of things to riff off of and interesting reactions for him to have. I'm particularly happy with the relationship Trollsmyth and I sketched out and are playing with between our characters -- recently re-united half-siblings, which has produced quite a bit of banter and continues to keep me amused.
He's the first male character I've ever run, which is an interesting challenge that I'm not sure I'm quite meeting yet, and something that I have wanted to do for ages but never did -- first because we had a rule against cross-gender play for a long time in my high school group, and later because I'd seen some cross-gender play at the table and decided it was too confusing to be worth it. In text, though, it works.
So that's where that is. Early in the going of it, but promising.
Things have been, well, rough. Fun, yes, but there's been a bit of friction. That's normal for a new campaign, particularly for one where the players don't all know each other and haven't all played with the GM before, but the period of adjustment can still be awkward, even if you're expecting it.
A lot of it, honestly, is a side-effect of Doom & Tea Parties. That game going for a year now means Trollsmyth's been my DM for more games than probably all the other DMs I've played with combined. (I game a lot, but the campaigns I've run tend to be short and the campaigns I've played in tend to be shorter. I've had probably eight DMs in nine years of gaming, and run a lot more than I've played.) Which means that I have a lot of habits and expectations and things based on the particular style of that campaign. And Doom & Tea Parties is weird. I love that game, but the ideas it's given me about how I should handle in-game situations, and what the results of various actions will be, don't translate to every game, and it's caused a couple spit-takes on my part when Erin has done something that reminds me, oh yeah, new GM. Not to mention that Labyrinth Lord is not exactly the same rodeo as the drama dice slinging 7th Sea. So that's an on-going adjustment.
But that's part of why I signed up for the game in the first place, so I'm not complaining. As you may have noticed, one of the things I like to do is try new kinds of games and new styles of gaming, so I'm looking forward out of getting shaken out of my rut a little bit. It's a fun rut, and I'm not planning to abandon it permanently, but I could use a little vacation now and then.
It also doesn't hurt that my character, Alasdair the Highland Marches (read "fantasy Scottish") Pirate, rocks, and I'm having all kinds of fun playing him. I put a somewhat ridiculous amount of work into developing him pre-game (1000 words of character background and another 400 of physical description, way more than I would have even considered writing a year ago) and so far it seems to have paid off, giving me a lot of things to riff off of and interesting reactions for him to have. I'm particularly happy with the relationship Trollsmyth and I sketched out and are playing with between our characters -- recently re-united half-siblings, which has produced quite a bit of banter and continues to keep me amused.
He's the first male character I've ever run, which is an interesting challenge that I'm not sure I'm quite meeting yet, and something that I have wanted to do for ages but never did -- first because we had a rule against cross-gender play for a long time in my high school group, and later because I'd seen some cross-gender play at the table and decided it was too confusing to be worth it. In text, though, it works.
So that's where that is. Early in the going of it, but promising.
Monday, December 21, 2009
Better Character Backgrounds
Yikes. The posting's been light lately, I know, but that's mainly because I've been busy -- and busy gaming. Two nights a week of Labyrinth Lord plus a new 7th Sea game just starting up has made this a very good semester.
I think I'm getting better at building characters and writing backstories, too. Time was, I'd just have my character's whole family killed off by some mysterious, unnamed menace and call it "giving her motivation." I resisted that temptation for my first character for Trollsmyth and have so far been very happy with the results; her brother has popped up in game directly (working, quite naturally, for a group that is not as bad as some of the other "bad guys" in the campaign, but still pretty bad on their own) and, more importantly, her relationship with her family has shaped the way she's reacted to most of the various exciting disasters that have befallen the party.
So in making the two characters I've built since then, I put a fair amount of thought into their families, and their relationship with their families. If nothing else, it gives me a reliable foundation for figuring out what makes that character tick. "Family" hasn't been as big of a deal for the cleric I made for the second Labyrinth Lord game, but it promises to be a major part of the 7th Sea game, seeing as how Trollsmyth is playing my character's half-sister.
But my old style of building characters did have one thing going for it--uninteresting as they were in themselves, those backgrounds did make it fairly easy for the GM to tie my character into their own schemes. In actual practice, what tends to happen with a really wide-open background like that is that it gets ignored in favor of the characters with a few interesting details filled in. You know, the ones that give the GM less work to do.
Taken to less extremes, however, throwing a few mysterious open-spaces into my backgrounds has turned out to be a handy technique. That brother I mentioned, I'd originally described as having disappeared a few years back, my cleric has a few mysterious NPCs of mysterious motive in her past, and my pirate has what I think is my best twist on this idea so far: a fight that he apparently started, but doesn't have any memory of, that went on to get him into a lot of trouble and eventually was what got him involved in the starting events the campaign. There's a couple people who he thinks might have been responsible for said trouble, including the guy who he got into the fight with (who now has an important family MacGuffin, so my character is going to go after him either way), but he's really not sure what happened.
This may or may not turn out to be a big deal in-game; likewise, the cleric's background hasn't come up yet in a significant way, but that's okay. There's already more than enough excitement going on in the game the cleric is in, and the point isn't so much to get the game to revolve around my character as to give the GM a few more options and ideas. Although it's certainly nice when a background does get used in a major way, it's not essential.
While it's too early to tell exactly how well this latest character will function in-game, he's the main reason I say I'm "getting better" at this character building business: I had more fun making this character than any I've made before, and put a lot more detail into it. Partly this is because I interlocked his background with Trollsmyth's character, and Trollsmyth writes ridiculously detailed character backgrounds, but mostly, I'm just getting better at the whole business of coming up with and picking out appropriate details, and, I think, connecting "things that have happened to my character" with "how my character acts," without tying myself down to boring or obnoxious behavior. Like most else in the hobby, it's a skill, and one I'm glad to finally be getting so much practice at.
I think I'm getting better at building characters and writing backstories, too. Time was, I'd just have my character's whole family killed off by some mysterious, unnamed menace and call it "giving her motivation." I resisted that temptation for my first character for Trollsmyth and have so far been very happy with the results; her brother has popped up in game directly (working, quite naturally, for a group that is not as bad as some of the other "bad guys" in the campaign, but still pretty bad on their own) and, more importantly, her relationship with her family has shaped the way she's reacted to most of the various exciting disasters that have befallen the party.
So in making the two characters I've built since then, I put a fair amount of thought into their families, and their relationship with their families. If nothing else, it gives me a reliable foundation for figuring out what makes that character tick. "Family" hasn't been as big of a deal for the cleric I made for the second Labyrinth Lord game, but it promises to be a major part of the 7th Sea game, seeing as how Trollsmyth is playing my character's half-sister.
But my old style of building characters did have one thing going for it--uninteresting as they were in themselves, those backgrounds did make it fairly easy for the GM to tie my character into their own schemes. In actual practice, what tends to happen with a really wide-open background like that is that it gets ignored in favor of the characters with a few interesting details filled in. You know, the ones that give the GM less work to do.
Taken to less extremes, however, throwing a few mysterious open-spaces into my backgrounds has turned out to be a handy technique. That brother I mentioned, I'd originally described as having disappeared a few years back, my cleric has a few mysterious NPCs of mysterious motive in her past, and my pirate has what I think is my best twist on this idea so far: a fight that he apparently started, but doesn't have any memory of, that went on to get him into a lot of trouble and eventually was what got him involved in the starting events the campaign. There's a couple people who he thinks might have been responsible for said trouble, including the guy who he got into the fight with (who now has an important family MacGuffin, so my character is going to go after him either way), but he's really not sure what happened.
This may or may not turn out to be a big deal in-game; likewise, the cleric's background hasn't come up yet in a significant way, but that's okay. There's already more than enough excitement going on in the game the cleric is in, and the point isn't so much to get the game to revolve around my character as to give the GM a few more options and ideas. Although it's certainly nice when a background does get used in a major way, it's not essential.
While it's too early to tell exactly how well this latest character will function in-game, he's the main reason I say I'm "getting better" at this character building business: I had more fun making this character than any I've made before, and put a lot more detail into it. Partly this is because I interlocked his background with Trollsmyth's character, and Trollsmyth writes ridiculously detailed character backgrounds, but mostly, I'm just getting better at the whole business of coming up with and picking out appropriate details, and, I think, connecting "things that have happened to my character" with "how my character acts," without tying myself down to boring or obnoxious behavior. Like most else in the hobby, it's a skill, and one I'm glad to finally be getting so much practice at.
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