- 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 game report. Show all posts
Showing posts with label game report. 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:
Tuesday, March 30, 2010
Doom & Tea Parties: Calendars
I've been playing in Trollsmyth's Labyrinth Lord game for over a year now, and only recently got around to keeping reliable notes. Partly this is because it's a chat game: there are logs. So long as I keep track of how to spell people's names, I can just search the folder I keep all my logs in and get whatever I need out of them. Still, at a certain point, there's no real substitute for notes: tracking expeditions, recording treasure, and remembering what happened on what day all require pulling stuff out of those logs and putting them somewhere else.
Which I did only haphazardly for a long time because I wasn't clear on what information I needed. I wrote down a lot more than I needed to, which meant I was mostly ignoring my notes, which meant I stopped keeping them.
But then the solo game got complicated enough that I really needed some way to start keeping track of time; we had a couple of upcoming events that my character needed to keep on her radar, and a lot of stuff happening in the mean time. At this point I'd been playing for long enough that I had a pretty good idea of what kind of information I wanted to be able to refer back to--I'd thought "I wish I'd written [that specific thing] down" often enough to know what I needed.
So I made a calendar. This was made easier by the fact that the months in Doom & Tea Parties game are all exactly 28 days long, so I could put together one template and then just copy it. That turned out to be a fairly efficient way to keep track of how my character was spending her days, so I made one for the group game, too.

(The fact that Trollsmyth appeared to be keeping track of dates on post-it notes scattered all over his office had nothing to do with it, I swear. And sorry this is so horrifyingly blurry. Clicking on it should link you to a version you can actually read.)
This is actually a bit different from the calendar for the solo game. Each campaign has different information I need to track, and the format reflects that. My character is pretty much in one place all the time, so there's no "location" tab, but I do break out her days into "day" and "night." The main thing I need the calendar to manage in the group game is expeditions out into the wilderness, and the location tab lets me know at a glance how long each one has taken. The solo game doesn't have that requirement, but we play through more, so each day needs to be recorded in more detail. The last few in-game days for the solo game each covered four, five, or six sessions, so the "this happened to my character two days ago and me three months ago" problem is much more extreme.
It took me a ridiculously long time to figure out the best way to track this information, because I'm horrifically bad at figuring out what information I need to track (and what information I don't) but now that I have, I'm pretty happy with it. I'm probably going to use the spreadsheet calendar system a lot in the future, though of course I'll tweak it a bit to fit the needs of the particular campaign. That's really, I think, the most important thing to remember about note-taking and information tracking like this: as with many things, each campaign is different. Paying careful attention to the particular needs of the game, and letting it take its own shape, is important.
Which I did only haphazardly for a long time because I wasn't clear on what information I needed. I wrote down a lot more than I needed to, which meant I was mostly ignoring my notes, which meant I stopped keeping them.
But then the solo game got complicated enough that I really needed some way to start keeping track of time; we had a couple of upcoming events that my character needed to keep on her radar, and a lot of stuff happening in the mean time. At this point I'd been playing for long enough that I had a pretty good idea of what kind of information I wanted to be able to refer back to--I'd thought "I wish I'd written [that specific thing] down" often enough to know what I needed.
So I made a calendar. This was made easier by the fact that the months in Doom & Tea Parties game are all exactly 28 days long, so I could put together one template and then just copy it. That turned out to be a fairly efficient way to keep track of how my character was spending her days, so I made one for the group game, too.

(The fact that Trollsmyth appeared to be keeping track of dates on post-it notes scattered all over his office had nothing to do with it, I swear. And sorry this is so horrifyingly blurry. Clicking on it should link you to a version you can actually read.)
This is actually a bit different from the calendar for the solo game. Each campaign has different information I need to track, and the format reflects that. My character is pretty much in one place all the time, so there's no "location" tab, but I do break out her days into "day" and "night." The main thing I need the calendar to manage in the group game is expeditions out into the wilderness, and the location tab lets me know at a glance how long each one has taken. The solo game doesn't have that requirement, but we play through more, so each day needs to be recorded in more detail. The last few in-game days for the solo game each covered four, five, or six sessions, so the "this happened to my character two days ago and me three months ago" problem is much more extreme.
It took me a ridiculously long time to figure out the best way to track this information, because I'm horrifically bad at figuring out what information I need to track (and what information I don't) but now that I have, I'm pretty happy with it. I'm probably going to use the spreadsheet calendar system a lot in the future, though of course I'll tweak it a bit to fit the needs of the particular campaign. That's really, I think, the most important thing to remember about note-taking and information tracking like this: as with many things, each campaign is different. Paying careful attention to the particular needs of the game, and letting it take its own shape, is important.
Tuesday, March 02, 2010
In A Wicked Age: "When being chased by a virgin-eating forest god, throw bees."
Our game of In A Wicked Age on Skype went well, despite boytoy's unfortunate absence on account of thesis. Any game that leaves me in fits of laughter because my character, the mysterious, virgin-eating god of the forest, has been thwacked in the face and engulfed in a horde of bees is a success in my book. Your mileage may vary, but I had fun.
Skype worked out fairly well, and was both less and more weird than I'd worried it would be. Everyone playing cross gender actually wasn't that big of a deal; that may have been because, being voice chat, it took on the quality of a spoken story, or a book being read aloud, but whatever the reason, I got used to it and it didn't throw me off.
A bigger problem was that I realized just before the game started that it had been over a year since the last time I played (rather than DMed) in person. Between that, my usual pre-game nervousness, and the fact that I was playing with new people, the immediacy of Skype brought on a mild attack of shyness. Early in the game I did that obnoxious "sit in the corner and don't do anything" thing that drives me crazy when my players get it into their heads, and there were a number of "umm... I dunno..." moments when Tim had to put me on the spot, as I slowly forced myself to actually play. By the end of the game I'd gotten into things more, which is how it always goes.
We kept Wave open to track character sheets and the Owe list, and the combination of Skype for play and Wave for reference worked quite well. Wave is a good way to approximate what you can do with an actual piece of paper at the table--write notes down on it and pass it around--and can even be superior for some applications, if everyone needs to have access to it continuously, since there's no actual passing involved. And using Wave strictly for reference purposes, rather than both conversation and record, cuts down on a lot of the confusion that can develop in a well-traveled Wave. (Not to mention the fact that needing to keep Wave open for game references cut down on a lot of the idle web-surfing I might otherwise have been tempted to do with my laptop in front of me.) If I play over voice chat again, I'll definitely look in to using Wave for note sharing.
Still, this is one game that I think is best played at the table, and while I wouldn't rule out another session on Skype sometime (time permitting; between school, my other games, and that pesky social life I'm pretty busy at the moment) I'm looking forward to getting a chance to play it with my old high school crew, as well as when I hit GenCon this summer. But Skype gaming itself ain't bad, either, and it's an option I'm glad now to have in my back pocket for when I want to play a game online for some reason that doesn't work well over text, or if I want to play long distance with one of those strange folks who don't find chat games to their taste. Neither it nor In A Wicked Age is going to replace my weekly Labyrinth Lord text sessions, but I'm never going to complain about having a little more flexibility in my gaming.
Skype worked out fairly well, and was both less and more weird than I'd worried it would be. Everyone playing cross gender actually wasn't that big of a deal; that may have been because, being voice chat, it took on the quality of a spoken story, or a book being read aloud, but whatever the reason, I got used to it and it didn't throw me off.
A bigger problem was that I realized just before the game started that it had been over a year since the last time I played (rather than DMed) in person. Between that, my usual pre-game nervousness, and the fact that I was playing with new people, the immediacy of Skype brought on a mild attack of shyness. Early in the game I did that obnoxious "sit in the corner and don't do anything" thing that drives me crazy when my players get it into their heads, and there were a number of "umm... I dunno..." moments when Tim had to put me on the spot, as I slowly forced myself to actually play. By the end of the game I'd gotten into things more, which is how it always goes.
We kept Wave open to track character sheets and the Owe list, and the combination of Skype for play and Wave for reference worked quite well. Wave is a good way to approximate what you can do with an actual piece of paper at the table--write notes down on it and pass it around--and can even be superior for some applications, if everyone needs to have access to it continuously, since there's no actual passing involved. And using Wave strictly for reference purposes, rather than both conversation and record, cuts down on a lot of the confusion that can develop in a well-traveled Wave. (Not to mention the fact that needing to keep Wave open for game references cut down on a lot of the idle web-surfing I might otherwise have been tempted to do with my laptop in front of me.) If I play over voice chat again, I'll definitely look in to using Wave for note sharing.
Still, this is one game that I think is best played at the table, and while I wouldn't rule out another session on Skype sometime (time permitting; between school, my other games, and that pesky social life I'm pretty busy at the moment) I'm looking forward to getting a chance to play it with my old high school crew, as well as when I hit GenCon this summer. But Skype gaming itself ain't bad, either, and it's an option I'm glad now to have in my back pocket for when I want to play a game online for some reason that doesn't work well over text, or if I want to play long distance with one of those strange folks who don't find chat games to their taste. Neither it nor In A Wicked Age is going to replace my weekly Labyrinth Lord text sessions, but I'm never going to complain about having a little more flexibility in my gaming.
Monday, March 01, 2010
In A Wicked Age: Table Energy, and the Trouble with Wave
On Thursday night Tim Jensen succeeded in his long-running attempt to get me to play some kind of hippy indie game with a session of In A Wicked Age on Wave. Also in attendance were Trollsmyth, boytoy, and Willow. It was originally going to be a one-shot, but we took over two hours making characters and setting up the situation, so we've scheduled a second session to wrap things up proper. (More on that in a bit.)
Overall I'm pretty please with what I've seen of the game so far. It won't replace Labyrinth Lord, or that style of gaming, but it should fill a spot I've been missing in my game repertoire for a while: the no-prep pick-up game. I can get pretty close with Swords & Wizardry and a pre-made megadungeon, but In A Wicked Age is just that much better for the kind of spontaneous, at the table craziness kind of gaming my high school friends and I would like to be able to do when we get together on breaks.
I don't think that Wave is really the best format for this kind of thing, though. For one thing, I think this kind of game really benefits from the constant creative feedback you get at the table; there's no need to specifically comment on whether or not something is "cool," because everyone can tell, from posture and tone of voice and that kind of thing. Wave also has some specific issues, too. It's easy to create a very convoluted, hard to keep track of Wave with a lot of people working on it, or to bury vital information somewhere that it's not easily accessible. And because of the way In A Wicked Age uses interruption and retroactive modification, the log can become a source of confusion rather than clarification. In table play, there wouldn't be that gap between "what happened in-game" and "what happened at the table," because what happens at the table disappears.
We're playing again tonight, and this time on Skype, so we'll see if that clears up any of those issues. Of course, we weren't expecting to play by voice, so that may be an adventure in itself: we're all playing cross-gender. Well, except for me, since I'm not sure that my magical virgin-eating giraffe has a gender.
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.
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