Friday night and way into early Saturday morning me and my high school friends played some Paranoia. (XP edition, Classic style.) We used pre-made characters, the DM ran an adventure that came in the book, and it ended up being a lot of fun. I ran a REGISTERED MUTANT with the "Matter Eater" mutation and a habit of randomly chewing on things. We'll probably play again when we get together over winter break.
And with any luck, when we do play again, we'll get a little more actual "paranoia" in. I almost shot the Team Leader after she reprogrammed a robot to do something weird and wouldn't let the Hygiene Officer look at her stuff (I was the Loyalty Officer, figured that was my job) but that was the only actual accusation of treason in the game. Even that ended up getting dropped, when we went off to finish--well, what we'd decided was the mission, since we were never properly briefed.
The rest of the time we functioned as a team. I wasn't too clear on how, exactly, accusations of treason worked--was it something I should yell about and then start shooting, or wait until the team debrief and then unload?--so I mostly stuck to keeping a record of all of my Team Leader's "treasonous" actions. And the rest of the team kept focusing on "completely the mission," rather than blaming the complete failure of the mission on the rest of the team.
The near complete lack of treachery ended up not being a problem. The mission was a complete fiasco, but the guy debriefing us was responsible for it being a fiasco and wanted to keep the whole thing quiet, and it was a one-shot anyway so none of us got into any trouble. And by the time the debrief came around, I was too tired to care about reporting the treason list I'd assembled. Debrief anyway ended up being really short, because everyone was tired.
Still, the name of the game is Paranoia, so a little more backstabbing wouldn't have hurt. The big issue was just that we didn't have a good idea of why backstabbing was so crucial. I suspect that the player section of the book has some information on how you actual go about reporting treason to the computer, and on exactly how badly you can get screwed over if management decides you're responsible for the mission failure.
That wasn't the only factor: The Team Leader's player was under the impression that "there were cameras everywhere," which I don't think was true, but it would have helped if we or the game master had been more familiar with the material. It also might have helped if our secret society missions had been in more direct opposition. But basically, since we didn't know why backstabbing our teammates was a such good idea, our natural instincts took over, and we're all pretty veteran roleplayers, especially with each other. Completing the mission and working with the rest of the party come pretty naturally.
Oh yeah, and I ate a grenade, saving everyone. It was a grenade that one of my team mates had thrown, but still.
Sunday, November 30, 2008
Wednesday, November 05, 2008
On Players
I've been lucky, as a game master. I've had good players. I had a good group of players when I started running games, and I've continued, with a few minor exceptions, to have good groups since.
I've had players who wrote positively epic character journals. Players who gave their characters family members and mentors and nemeses, not to mention goals that screamed adventure. I've had players who had players who happily moved on to the next idea when I told them no, that combo really is too ridiculous.
And most importantly for me, a GM who improvises a lot of her games, I've had players who come up with dumb ideas and then run with them. Who tell me what they're planning, so I don't have to guess what they're trying to do and can focus on coming up with my own crazy ideas. Who have that perfect mix of confidence, enthusiasm, and crazy inspiration that I will never be able to do without, no matter how good at game mastering I get.
I've had good players. I couldn't have run games that were as fun as they were without them.
I've had players who wrote positively epic character journals. Players who gave their characters family members and mentors and nemeses, not to mention goals that screamed adventure. I've had players who had players who happily moved on to the next idea when I told them no, that combo really is too ridiculous.
And most importantly for me, a GM who improvises a lot of her games, I've had players who come up with dumb ideas and then run with them. Who tell me what they're planning, so I don't have to guess what they're trying to do and can focus on coming up with my own crazy ideas. Who have that perfect mix of confidence, enthusiasm, and crazy inspiration that I will never be able to do without, no matter how good at game mastering I get.
I've had good players. I couldn't have run games that were as fun as they were without them.
Tuesday, November 04, 2008
Flying Blind
My novel is going surprisingly well, considering I have no idea what I'm doing. My last two NaNoWriMo novels, and most of the successful writing I've done in the past, have all been planned to some degree, even if it's just a general sketch of the starting situation and a rough idea of what I want the climax to look like. This time, I mostly intentionally decided I wanted to do something different, and see if I could write my novel without any idea of what I was doing or where I was going. (I was also really busy this October and working on other things, but that's beside the point.)
I shouldn't be surprised, really, that it's working (at least so far, we're not out of week one yet so there's still time for it to all go to hell) because I do stuff like this all the time when I GM. One of the best single sessions I ever ran was almost completely improvised: a one-shot, Gnome Town. I'd sketched out a little dungeon in the hour before I ran it, but I ditched that half-way through and just started riffing on whatever bizarre thing popped into my head and whatever crazy plan the players came up with. The players were pretty hot that night, so it worked out well.
That's the only session I've ever run completely on the spot, though I did improvise most of my one session of Feng Shui. More often, I'll have a general idea of the situation, but little or no idea what the players are going to do. That tends to be my default play style, and it can range anywhere from reasonable responses to character actions based on the pre-defined scenario, to completely making up major details of the game on the spot just because it would be cool.
When it works, it works. Going into the Infamous Wedding Incident, I didn't have a clear idea of what was going to happen, figuring that the players would come up with something. They didn't have a clear plan, because they figured something weird would happen that they could riff off of. My solution? Faen ninja terrorists. In hot air balloons, with long-spears and flaming catapults. The players grabbed hold of it and started doing their crazy thing, and pretty soon we were jamming. It was great.
Of course, the session could have been even better if I'd had better floor plans for the wedding, and a better map of the city, and a better idea of the "normal" order of events, what would have happened if the wedding hadn't been disrupted by a four foot tall version of the IRA and a cross between Mr. Freeze and Jack Sparrow. And part of why it turned out as well as it did was that I knew who a fair amount about the other people who ended up involved--the town guard and the main villain--and what their tactics and motivations were. Because the faen just got the fight started; what made that fight great was the combination of Faen, the villain's attempts to take advantage of the disruption, one of the player's attempts to take advantage of the disruption, and the rest of the party's efforts to keep order along with the city guard.
But being willing to make stuff up as I go along? Being confident in my ability to make stuff up as I go along? It's been key to whatever success I've had as a GM. And it's fun. Part of the reason I count those sessions among my major successes is what I great time I had during them. Which isn't everything, because the fun has to be there for the whole table, but it's important.
I shouldn't be surprised, really, that it's working (at least so far, we're not out of week one yet so there's still time for it to all go to hell) because I do stuff like this all the time when I GM. One of the best single sessions I ever ran was almost completely improvised: a one-shot, Gnome Town. I'd sketched out a little dungeon in the hour before I ran it, but I ditched that half-way through and just started riffing on whatever bizarre thing popped into my head and whatever crazy plan the players came up with. The players were pretty hot that night, so it worked out well.
That's the only session I've ever run completely on the spot, though I did improvise most of my one session of Feng Shui. More often, I'll have a general idea of the situation, but little or no idea what the players are going to do. That tends to be my default play style, and it can range anywhere from reasonable responses to character actions based on the pre-defined scenario, to completely making up major details of the game on the spot just because it would be cool.
When it works, it works. Going into the Infamous Wedding Incident, I didn't have a clear idea of what was going to happen, figuring that the players would come up with something. They didn't have a clear plan, because they figured something weird would happen that they could riff off of. My solution? Faen ninja terrorists. In hot air balloons, with long-spears and flaming catapults. The players grabbed hold of it and started doing their crazy thing, and pretty soon we were jamming. It was great.
Of course, the session could have been even better if I'd had better floor plans for the wedding, and a better map of the city, and a better idea of the "normal" order of events, what would have happened if the wedding hadn't been disrupted by a four foot tall version of the IRA and a cross between Mr. Freeze and Jack Sparrow. And part of why it turned out as well as it did was that I knew who a fair amount about the other people who ended up involved--the town guard and the main villain--and what their tactics and motivations were. Because the faen just got the fight started; what made that fight great was the combination of Faen, the villain's attempts to take advantage of the disruption, one of the player's attempts to take advantage of the disruption, and the rest of the party's efforts to keep order along with the city guard.
But being willing to make stuff up as I go along? Being confident in my ability to make stuff up as I go along? It's been key to whatever success I've had as a GM. And it's fun. Part of the reason I count those sessions among my major successes is what I great time I had during them. Which isn't everything, because the fun has to be there for the whole table, but it's important.
Saturday, November 01, 2008
National Novel Writing Month
I don't have a plot. Or more than the vaguest sketches of characters. I don't even have that much of a setting.
But I've got enough. "College. In space. With pirates."
That should be enough for anyone. We'll see how this goes.
Oh, and I'm Oddysey on the NaNo website too. NaNo madness is better together.
Tuesday, October 28, 2008
Back to the Hex Map
The idea of a hex map has been back on my mind lately. I've been thinking more generally of running an exploration-based game with no regular player group for a while, mostly because college gamers are flaky and I want to do something diametrically opposed to the dirty hippy indie games/Exalted that usually gets run around here. Since Swords & Wizardry came out, I've been thinking even more seriously about that, because I think it'd be a good fit, better than thed20 Modern that I was originally considering.
Plus, hex maps are cool. I had all kinds of fun making my first, despite never getting to run it. Game prep should be fun, and filling out a hex map is a good way to fill an afternoon.
I've already been doing a bit of thinking about what I would put on this theoretically hex map, despite really needing something other than a list of names from the 1972 census for my NaNoWriMo novel. Things that should be on the hex map so far:
I've already been doing a bit of thinking about what I would put on this theoretically hex map, despite really needing something other than a list of names from the 1972 census for my NaNoWriMo novel. Things that should be on the hex map so far:
- Alien artifacts
- Tombs of ancient tyrants
- Temples to forgotten evil gods, preferably infested with snake-men
- Several different tribes of goblins that the PCs can screw with and start wars between
- Dinosaurs
- Underwater Atlantean-analogue dungeons and relics
- Robots gone berserk
- Little towns with dark secrets
- A mad wizard in a tower
- Entrances to the Underworld, realm of the Twelve-armed God
- Football-sized ruby
- A dragon
- A crashed spaceship
- Carnivorous apes
- Blind, death-cheese making monks
That covers most of the bases, but is there anything I'm missing?
Monday, October 27, 2008
Left Behind by Modern D&D
Every so often I go by RPGnet, just to check things out, and see what the latest word is on noisms's Monstrous Manual reading. I'll see this wall of [4E] tags, generally in front of character optimization threads or arguments, and occasionally I'll get this very strong sense of not belonging to modern D&D.
Which is weird, because it's not like the content is that different from the usual talk on 3.5 forums. While I do enjoy a bit of character optimization, my tastes usually run towards poking around the strange corners of the system rather than actual character optimization, and even for that I have a limited tolerance. So I never had much to say on the usual 3.5 forum, either.
But I still felt basically at home there. 3.x D&D was my game, the game that I started on, the game I knew and loved. Even when I wasn't playing it (which was most of the time, my major campaigns being based on d20 Modern and Arcana Evolved) I still basically understood it, and could discuss it, and cared about it.
But now? I go into the D&D forums and it feels like I'm not even on the same planet as some of these people. Even the people saying things I've said myself about the game in the past -- it's easy on the DM, combat's fun, fast, tense -- I just can't quite grok, because I keep wondering when they're going to notice that the tension is completely artificial. And the ones who are talking about this or that supplement and how humans are suboptimal and how this power combines with that other one--no clue, man. None.
Not that 4e is a bad game. On the contrary, it's a very good game. But--it's like this. I see someone say "D&D," no qualifiers. I know what that is, I've been playing that since I was twelve. Then I see the words like "starlock" or "dragonborn," and I have to do a double take. "That's not D&D," I think. But it is.
It's an unsettling feeling.
Which is weird, because it's not like the content is that different from the usual talk on 3.5 forums. While I do enjoy a bit of character optimization, my tastes usually run towards poking around the strange corners of the system rather than actual character optimization, and even for that I have a limited tolerance. So I never had much to say on the usual 3.5 forum, either.
But I still felt basically at home there. 3.x D&D was my game, the game that I started on, the game I knew and loved. Even when I wasn't playing it (which was most of the time, my major campaigns being based on d20 Modern and Arcana Evolved) I still basically understood it, and could discuss it, and cared about it.
But now? I go into the D&D forums and it feels like I'm not even on the same planet as some of these people. Even the people saying things I've said myself about the game in the past -- it's easy on the DM, combat's fun, fast, tense -- I just can't quite grok, because I keep wondering when they're going to notice that the tension is completely artificial. And the ones who are talking about this or that supplement and how humans are suboptimal and how this power combines with that other one--no clue, man. None.
Not that 4e is a bad game. On the contrary, it's a very good game. But--it's like this. I see someone say "D&D," no qualifiers. I know what that is, I've been playing that since I was twelve. Then I see the words like "starlock" or "dragonborn," and I have to do a double take. "That's not D&D," I think. But it is.
It's an unsettling feeling.
Saturday, October 25, 2008
Swords & Wizardry, NaNoWriMo, and that Dang List
Who, exactly, was responsible for the decision to release Swords & Wizardry two weeks before National Novel Writing Month? I was getting ready to run an online game with some pals back home when I remembered that, in a week's time, my life will be consumed by that thing the innocent call a novel.
So now S&W is on the list of games I want to run, from which no man ever returns.
Okay, so Feng Shui returned. Also 4th Edition D&D. But neither of those were on the list for that long. Iron Heroes has been on my shelf for ages, and once came within a few hours of seeing play, only to have me decide I was insufficiently prepared and ditch it in favor of the madness that became Gnome Town. Traveller and Encounter Critical seem headed towards the same fate.
Someday I'll run all of those games.
But Swords & Wizardry is a little more than just "a game I want to run." It's a cleaned up, modern version of OD&D.
OD&D has been on my mind for a while. It'd be worth playing just for it's historical value, the game that started it all. But I've also been reading Sham's Grog & Blog and Grognardia, and drinking the rules-not-rulings, do-it-yourself, old school kool-aid. It reminds me of the way I used to play games, hacking stuff together at lunch that seemed like it would work, not worrying too much about game balance or GMing technique.
But OD&D, the three little brown booklets, is intimidating. I've put off picking up the PDF for a while, because I've had other stuff going on but also because I was worried about how much work it would take to piece together how to play. I know there's a lot missing out of the S&W PDF, a lot of the weird essential charm that makes OD&D what it is, but it's neat and it's clean and it's exciting. It's got me thinking some things that I don't always think -- not "how can I use these neat things in my game?" but "what neat things can I make for my game?"
That alone makes Swords & Wizardry too cool to just languish on the list. With any luck, I'll pick it up again after NaNoWriMo, in that post-novel rush of crazy ideas.
So now S&W is on the list of games I want to run, from which no man ever returns.
Okay, so Feng Shui returned. Also 4th Edition D&D. But neither of those were on the list for that long. Iron Heroes has been on my shelf for ages, and once came within a few hours of seeing play, only to have me decide I was insufficiently prepared and ditch it in favor of the madness that became Gnome Town. Traveller and Encounter Critical seem headed towards the same fate.
Someday I'll run all of those games.
But Swords & Wizardry is a little more than just "a game I want to run." It's a cleaned up, modern version of OD&D.
OD&D has been on my mind for a while. It'd be worth playing just for it's historical value, the game that started it all. But I've also been reading Sham's Grog & Blog and Grognardia, and drinking the rules-not-rulings, do-it-yourself, old school kool-aid. It reminds me of the way I used to play games, hacking stuff together at lunch that seemed like it would work, not worrying too much about game balance or GMing technique.
But OD&D, the three little brown booklets, is intimidating. I've put off picking up the PDF for a while, because I've had other stuff going on but also because I was worried about how much work it would take to piece together how to play. I know there's a lot missing out of the S&W PDF, a lot of the weird essential charm that makes OD&D what it is, but it's neat and it's clean and it's exciting. It's got me thinking some things that I don't always think -- not "how can I use these neat things in my game?" but "what neat things can I make for my game?"
That alone makes Swords & Wizardry too cool to just languish on the list. With any luck, I'll pick it up again after NaNoWriMo, in that post-novel rush of crazy ideas.
Wednesday, October 15, 2008
All The Characters Are The Same! or Why I Spent Six Hours Reading The Expanded Psionics Handbook
As I hinted at the end of yesterday's discussion of some of 4E's limitations, there's another more important distinction between 4E and 3e. In the new edition, each character has roughly similar capabilities. Sure, there's the striker/defender/leader/controller thing, and the variations on each of those themes, but it's all pretty much doing damage and deciding when to use your encounter powers and whether to burn your dailies. Occasionally you stick some interesting effects on the monsters, and there's a fair bit of moving around, but it's all just variations on a theme. It's a fun theme, and if the DM is on the ball you can get a lot of mileage out of it by changing the environment and monster behavior, and even more by building different characters in different ways.
But it's all one kind of fun.
There are a lot of different ways to generate varieties of fun -- call those ways the dimensions of fun, if you like fancy phrases -- and 4E drops a lot that 3.x had. One of the big ones, the one it had to give up to get the tactical complexity it's designed around, is variation on the mechanics behind character powers. 3.x has feats, skills, Vancian magic (of divine and arcane quality), psionics, incarnum, shadow magic, truename magic, binding, whatever that dang Tome of Battle stuff is, plus a bunch of class specific doo-dads like bardic music, rage, and dragon shaman auras all stuffed under "special abilities." All of which makes characters a lot harder to build, and a lot harder to predict how everything in the greater system will interact, but it allows for tremendous variety in the way the game plays. It also opens up a lot of headspace, creating a convenient source of ideas on how societies and environments might interact with the powers that drive them.
4E has one way. It's a good way, but it's not the only way.
Tuesday, October 14, 2008
It's Like the Best Apple Pie in the World When I Want More Than Just Those Damn Apples
Okay, so maybe being over 4E doesn't quite mean I'm going to stop thinking about it. Particularly, I've been trying to figure out what exactly it is that bugs me about it. This is a game I had all kinds of crazy fun running, and could easily have all kinds of crazy fun running again. So why don't I have much interest in it anymore?
That has more to do with obsession cycles than any intrinsic feature of the game, but my gut feeling answer is that it's much more limited than 3rd edition and its variants.
This is mostly nonsense. 4th Edition isn't significantly less complicated than 3rd Edition, it just increases tactical complexity at the expense of character complexity. With the exception of fighters, rogues, and other non-magic-using characters, 4E characters have fewer moving parts than their 3.x counterparts, and there's much less variety in the kinds of parts they use. However, this reduced complexity means its easier for the designers to ensure that all those moving parts have interesting interactions with each other, and that the characters have interesting interactions with the rest of the party.
Which means, for pure combat, and even combat with motivational doo-hickeys (I'm fighting for the queen!) backed up by interaction scenes, 4E is superior. 3.x characters have an unfortunate tendency to find one best strategy and use it in every fight, to suck up table time with calculation, and to blow through opposition, though that last is mostly because the CR system rests on some assumptions that aren't supported by the game as she is actually played. On the DM side, 4E has much better support for making fights interesting, from making monsters easier to tweak and run to gearing its environmental design advice towards making terrain that gives players interesting choices.
On the other hand . . . 4E doesn't do a whole lot beyond that. There are precious few non-combat abilities, and it's impossible to build a character that doesn't focus on combat. It does have the skill challenge system, which I like a great deal and could see using to use to run a game by itself -- because it's a seperate system that's been bolted on to the main, power-based core where most of the game's complexity resides.
If you want to run a game that revolves around exploration, or bullshit hi-jinks, or anything else where the point of combat isn't to have fun with the fight itself but to cause problems for the players, then whenever combat does come up it will invariably pull attention towards itself and away from the main point of the game. And if you don't use combat much, you're looking at a character sheet that you never use and making lots of character decisions that are never meaningful. 3.x often has the same problem, especially when you start adding in splat-books, but that's a function of the particular moving parts in the system -- what spells your wizard picks or whatever -- rather than being cooked into the arrangement of the moving parts themselves. It doesn't intrinsically assume, no matter how you build a character, that the character will be about "combat and occasionally some other stuff."
When I wrote this post, it ended up being crazy long, so tomorrow I'll pontificate about another, related difference between 3.x and 4E. As a player of mine used to say, "All the characters are the same!"
Tuesday, October 07, 2008
Now It's Time to Think About Something Else
According to the blog, my period of mild excitement about 4e D&D ended up lasting, at most, 13 months. From the first "hey, this is cool," post to . . .
Right now. Yeah. I am over 4th Edition Dungeons and Dragons.
The period of active, this is the coolest game ever excitement was even shorter. Hard dates puts it between the awesome, tactical craziness of my first session and the realization that all the tension in combat is artificial. Comes to about sixty days. At least it lasted longer than Feng Shui.
It's not like I won't go back to it. Right now I'm seriously thinking about going back to 3rd, after being off of it for most of that 13 month period. Or d20 Modern, which I've been falling back in love with. (First game on the other side of the screen. I'll never get completely over it.) So I will probably play 4th edition again.
But not now. Not while I feel like, to get the most out of it, to get the complete experience, I'd have to buy a bunch of books that I'm just not interested in buying. Not while I'm thinking about just how much I've got invested in 3rd and 3.5 and d20 Modern -- in memory, money and knowledge -- and how much gaming I have left to do with them. And not while I still have a lot to learn from the older editions of the game -- not to mention all the stuff that's not D&D.
Saturday, September 27, 2008
It's Not All About "Unified Mechanics"
I'm not interested enough in it to actually register and post, but there's an amusing discussion going on at RPG.net. Apparently, some contend that the only reason people play older editions of D&D is the nostalgia factor. If it's what you played in your childhood, that makes up for the obvious inferiority of a system without unified resolution mechanics. Or whatever.
Which puzzles me, because I started gaming as a kid with 3rd edition, but nowadays I play 2nd edition AD&D. I won't go as far as to call myself "old school," but there are a lot of things I like about the playstyle, and the older editions in general. I also know two guys my age who play 2nd exclusively, despite starting with 3rd, and will take any opportunity to declare 2nd's superiority.
It's possible that us whippersnappers are just absorbing older gamer's nostalgia; I'm interested in playing older games mostly because of what I've read in the old school blog-o-sphere, and one of the other guys I know started playing 2nd edition when his neighbor gave him four or five boxes of books and miniatures and stuff. But I really do think that they're different games, different enough to be worth investigating.
I used to tease that guy about playing such an obsolete game. I assumed that the differences between 2nd and 3rd, and between 2nd and 1st, and between 1st and OD&D, were mostly a matter of fixing things that were "broken," and making the game more intuitive. That was the intent behind most of the changes, but there's a lot of really interesting stuff that got left behind along the way -- the troupe style of play, campaign-centered (as opposed to character-centered) play, irregular parties, and genre bending, just to name a few ideas that have changed the way I think about D&D, and gaming generally.
(Completely unrelated side note: I think "whippersnapper" is a pretty good term for those young, hip gamers who are getting into the old school scene. But that's just because it would give me an excuse to say "whippersnapper" a lot.)
Friday, September 26, 2008
The Battlestar Game: Getting to Know a New Group
That Battlestar Galactica game I'm in is going pretty well. We just had the second session last night. They've both been short, off-the-cuff affairs--the DM has walks downstairs and says, "Hey, you guys want to game tonight?" It's kind of refreshing, used as I am to long, rigourously scheduled weekly games.
The system itself is sort of weird, and I don't yet have a real good handle on the odds involved, but I don't think we're using it as written anyway. I've never played with this GM before, or with two of the other three players, and it's the first time I've ever joined a new group as a player since I first started gaming. I'm used to responding to new player styles as a GM, but adjusting to them as a fellow player, while trying to get the hang of a another GM's style, is not something I'm used to.
This GM's style is very different from mine. We're all Viper pilots on an old Battlestar, with the campaign starting just before the Cylon attack the on colonies. That just happened last night, but most of the game up until that has revolved around the specific, minute-to-minute activities of our characters on the ship. Trying to get enough sleep, hanging around in bars, going to the gym, interacting with NPCs, getting into fights. The first session largely revolved around one character trying to get revenge on an NPC (who outranked him) for vomiting on his dress uniform. There's also a lot of "party splitting," and one-on-one interaction; when we get off duty, one guy might go to the officer's rec, another to the gym, and another to shower and bunk, and the GM goes around and resolves each scene in its turn.
I tend to skip over this kind of thing, unless the player's specifically initiate it. I'm usually busy trying to get back to "the action." But well handled, it's really quite engaging. I do worry, based on a couple of comments the GM has made about how he has the campaign "written up," that the game will end up being scripted events with these kind of character interludes in between, but that'll be a problem only when it starts getting boring. Right now, I'm having fun getting a look outside my usual gaming scene.
And -- I'd planned to write this post about how I'm the only woman in the group, which is a new and exciting experience for me, but I'll leave that until next time.
Wednesday, September 24, 2008
Games Up the Wazoo
The mysterious explosion of gaming has spread. Last night, a couple people I know wandered into the campus coffee shop with Burning Wheel, and next thing I know I'm agreeing to a weekly fantasy game. Add this to Yesteryear, and the irregular Battlestar Galactica game I was also more or less randomly recruited into, and I've got a lot of gaming going on.
Unfortunately, this means I'm thinking about putting my own Traveller game on hold. I'm still having fun working on it, and I'll continue doing that, but I've got enough going on besides gaming that I'm not sure I can justify setting aside two weekend nights for it. A weeknight game might work out a little better, but that's more likely to run into other people's schedules.
On the other hand, if I can figure out a way to tap into the rest of the college gaming scene, I might be able to put together a large group, ad hoc schedule, West Marches kind of game. There's talk of a gaming club, and while I'm generally dubious about the value of such an organization, it would be handy for this kind of project.
I might use Traveller for that game, if I can figure out a way to reconcile the "return to home base at the end of the session" requirement with the whole spaceship thing. It might also be a good excuse to finally download OD&D and take a look at getting that together. Or go back to 3rd, and really make it my own.
I know this must make me sound incredibly flaky, hopping from one idea to another and never getting anything done, and I am. I'm still negotiating this strange new idea that my entire social life doesn't need to revolve around roleplaying, I'm enjoying getting to be a player for once, and I don't feel like doing the work to run a game right now. I'll get back to it, but I figure it's better to back off a little and take a look at how other people run their games, rather than drive myself crazy about not running the game that I should be running.
Sunday, September 21, 2008
Notes & Nostalgia
I ran my first campaign almost entirely off of handwritten notes on graph paper. I carried them around in a couple of folders, and worked on them during classes. I occasionally e-mailed things to my players, and kept a few long term notes on my computer, but I printed out almost everything important I wrote on the computer and stuffed it into the folder.
I didn't write up as many notes for the next couple of campaigns after that (I'd started doing work in my classes) but they were still mostly handwritten. Even if I wrote them on the computer, I kept all my need-to-play session notes in folders and binders and notebooks. One somewhat less successful campaign even revolved around a box of 3x5 cards.
Then I got a laptop. The one real campaign I've run since then was almost entirely based on computer notes; basically just the maps, and a couple of player generated notes in a binder. Which was great, especially for in-game notetaking. (And, most especially, handling initiative. "Sort alphabetical" was my best friend in the whole world.) I could have gotten more use out of it if I'd organized my notes a little better, or kept them in a format I could search through better, but my notes have always been a mess, no matter what their format.
I love the convenience of keeping track of my campaigns on the computer. I like being able to take advantage of my typing speed, and I'd like to try using a wiki, or some other fancy new Web 2.0 organizational scheme.
But I miss scrawling out NPC organization charts, monsters, the random ideas I have for next session. I miss sitting down with paper, pencil, and a couple of books. I like having a big stack of paper, or a binder to flip through. And I especially like being able to work without any of the distractions that come along with the computer.
I do wonder, though, if that feeling is mostly nostalgia. There are a lot of technical advatages to working partly or entirely on the computer, but it's not how I did my notes when I was 14, and caught up in my love for this crazy new game that I had discovered. Before I knew what I was doing. Before I worried how to do my notes.
Edited 9/22/08, for the grammar.
Thursday, September 18, 2008
A Problem of Lists
The Traveller game hasn't started yet, but it's coming along. I'm most of the way through my starting sub-sector, and I've started sketching out the larger political situation. Nothing detailed, mind you. I just needed to know who was running all those spaceports, if there's no Third Imperium in my Traveller universe.
The answer is: another sort of space empire. So far mostly cribbed from Dune, but I'll add in other bits as I go along. Combined with at least some of the Class A and B starports being alien relics, run by robots, this satisfies what need I have for the setting to make sense. I'll make up for it with the planets -- I still need to figure out a place to put the Red-Eyed Cat-Apes.
I am, though, struggling with how much detail to put into that upper-level political situation. I'd like to keep it as loosely defined as possible, partly for philosophical reasons, and partly to avoid doing work. I do plan on making up a minor noble from a minor house (noble houses being the main thing I'm stealing from Dune) to be governor of the sub-sector, and eventually I'll work out a few rivals and allies, to aid in the generation of schemes and plots. But there's no need for a big list of all the houses and nobles and all of that.
Except that I had this idea, that if each of the houses has its own army and so on, then some of the characters might have pre-existing allegiances to them, or old grudges or something. Which would, then, necessitate some manner of list. Unless the players could manage to make something up on their own, if the idea interests them, but I've had mixed success with those sorts of schemes.
The answer is: another sort of space empire. So far mostly cribbed from Dune, but I'll add in other bits as I go along. Combined with at least some of the Class A and B starports being alien relics, run by robots, this satisfies what need I have for the setting to make sense. I'll make up for it with the planets -- I still need to figure out a place to put the Red-Eyed Cat-Apes.
I am, though, struggling with how much detail to put into that upper-level political situation. I'd like to keep it as loosely defined as possible, partly for philosophical reasons, and partly to avoid doing work. I do plan on making up a minor noble from a minor house (noble houses being the main thing I'm stealing from Dune) to be governor of the sub-sector, and eventually I'll work out a few rivals and allies, to aid in the generation of schemes and plots. But there's no need for a big list of all the houses and nobles and all of that.
Except that I had this idea, that if each of the houses has its own army and so on, then some of the characters might have pre-existing allegiances to them, or old grudges or something. Which would, then, necessitate some manner of list. Unless the players could manage to make something up on their own, if the idea interests them, but I've had mixed success with those sorts of schemes.
Wednesday, September 10, 2008
Quotes VII
"So the end of all life on the planet, and indeed the planet itself, could still happen anytime between now and next Tuesday." RPGpundit
"He's not ugly. I just hate his face." Emily
"I used to kill Hitler, then go back and stop myself. That was a pretty neat couple of Saturday nights." Deep Time . . . agent . . . guy (Does Starslip Crisis not have a character bible? Or did I just miss it?)
"At the top of the United States today sits a meritocracy, an elite who believe that their intellectual achievement earned them their high status. Meritocrats think of themselves as progressive and antiracist, but they are certified into the elite by the SAT, an IQ-like test on which whites and Asians consistently outscore blacks and Hispanics." Caleb Crain
"It's like, do they not have butter in space?" Gabe
"Mad with power. Post later." Dr. Cataclysm
"Smugglers aren't real. They're just manifestations of my fear of the sea. Combined with my fear of theft, secret caves, men with scars, and rum." http://www.scarygoround.com/?date=20080723
"You can trust me. I'm an English major." Oddysey
"Look, I'm not suggesting by any means that my readers should go kill George Lucas. And certainly not by using the swift, undetectable poison known as curare!" John Seavey
"Shush. There's nothing overcomplicated about Linux at all." Qem
"I can accept shallowness in my news media, but not in my comic books." Scipio
"What kinda gonzo-fantasy universe are you livin' in? In mine, a cut that lays your chainmail open and draws a line of gushing crimson across your chest is just an excuse to tear your shirt off." TonyLB
“Our party and our country are better off because of her, and I am a better candidate for having had the honor to compete with Hillary Rodham Clinton.” Barack Obama
"It's rare that you're simply presented with a knob whose only two positions are "Make History" and "Flee Your Glorious Destiny." Tycho Brahe
"Pirates: Is there anything they can't teach us?" Freakonomics
"He's not ugly. I just hate his face." Emily
"I used to kill Hitler, then go back and stop myself. That was a pretty neat couple of Saturday nights." Deep Time . . . agent . . . guy (Does Starslip Crisis not have a character bible? Or did I just miss it?)
"At the top of the United States today sits a meritocracy, an elite who believe that their intellectual achievement earned them their high status. Meritocrats think of themselves as progressive and antiracist, but they are certified into the elite by the SAT, an IQ-like test on which whites and Asians consistently outscore blacks and Hispanics." Caleb Crain
"It's like, do they not have butter in space?" Gabe
"Mad with power. Post later." Dr. Cataclysm
"Smugglers aren't real. They're just manifestations of my fear of the sea. Combined with my fear of theft, secret caves, men with scars, and rum." http://www.scarygoround.com/?date=20080723
"You can trust me. I'm an English major." Oddysey
"Look, I'm not suggesting by any means that my readers should go kill George Lucas. And certainly not by using the swift, undetectable poison known as curare!" John Seavey
"Shush. There's nothing overcomplicated about Linux at all." Qem
"I can accept shallowness in my news media, but not in my comic books." Scipio
"What kinda gonzo-fantasy universe are you livin' in? In mine, a cut that lays your chainmail open and draws a line of gushing crimson across your chest is just an excuse to tear your shirt off." TonyLB
“Our party and our country are better off because of her, and I am a better candidate for having had the honor to compete with Hillary Rodham Clinton.” Barack Obama
"It is the opinion of myself and this website that the person responsible for this effect should go to jail, or gaol, or whatever the British call the place where you store your evil men." Tycho Brahe
"It's rare that you're simply presented with a knob whose only two positions are "Make History" and "Flee Your Glorious Destiny." Tycho Brahe
"Pirates: Is there anything they can't teach us?" Freakonomics
Sunday, September 07, 2008
Spore!
I'd almost convinced myself not to get the game -- better things to do with my time, mostly -- but then the boy got it and I have near-constant access to his computer, so I've logged a couple hours today, and over the next couple of weeks I'll probably be playing it more than is healthy.
The interface is a little clunky, but that's partially because I'm not used to it, and I've only gotten about halfway through the creature level. Though most of the advertising focused on that stage, I have a suspicion that most of the action happens at the civilization stage and beyond, so I'll reverse judgment until I've seen how that plays. I am, however, very impressed with the game manual -- it's the best I've seen in a while, a major plus for a game as varied and complicated as Spore purports to be.
If anyone reading this happens to pick up the game -- the account I'm sharing now is "medievalguy88," if you want to drop me a note in-game.
The interface is a little clunky, but that's partially because I'm not used to it, and I've only gotten about halfway through the creature level. Though most of the advertising focused on that stage, I have a suspicion that most of the action happens at the civilization stage and beyond, so I'll reverse judgment until I've seen how that plays. I am, however, very impressed with the game manual -- it's the best I've seen in a while, a major plus for a game as varied and complicated as Spore purports to be.
If anyone reading this happens to pick up the game -- the account I'm sharing now is "medievalguy88," if you want to drop me a note in-game.
Thursday, September 04, 2008
A Low Level Game?
I'm thinking low-level is the way to go with the Traveller game. Not so much in power level -- I don't plan on messing with character creation, at least on the first outing -- but in money, equipment, and variety of adventure.
Partially this is because I've been spending a lot of time looking at the trade tables. I expect they won't get quite as much attention once we start playing -- we'll too busy with the adventures, see -- but they still look like an interesting way to generate some on-the-fly excitement, and a quick way to decide where to go next. As long as they need cash, there's always something to do. Traveller has some handy mechanisms for keeping that need active -- mortgages and so on -- so this shouldn't be too hard.
Mostly, though, I want the PCs to have a sense of a larger universe. This goal may change once I get into the game and start seeing what clicks with my player group. But at least going into it, I want there to be a sense that there are things going on -- interstellar politics, trade deals, matters of empire -- that are just way out of their league. Not particularly important things, in the backwoods part of space they'll be in, more faraway, might matter if they cared things, but things nonetheless.
Partially this is because I've been spending a lot of time looking at the trade tables. I expect they won't get quite as much attention once we start playing -- we'll too busy with the adventures, see -- but they still look like an interesting way to generate some on-the-fly excitement, and a quick way to decide where to go next. As long as they need cash, there's always something to do. Traveller has some handy mechanisms for keeping that need active -- mortgages and so on -- so this shouldn't be too hard.
Mostly, though, I want the PCs to have a sense of a larger universe. This goal may change once I get into the game and start seeing what clicks with my player group. But at least going into it, I want there to be a sense that there are things going on -- interstellar politics, trade deals, matters of empire -- that are just way out of their league. Not particularly important things, in the backwoods part of space they'll be in, more faraway, might matter if they cared things, but things nonetheless.
Wednesday, September 03, 2008
Random World Generation Official Verdict: Awesome
Planets I have made so far:
- D79A65-7 S NI Wa. Gola Tau. Run by the engineers who keep the environment bubbles working. They will challenge you to duels!
- C683589-8 A NI. Degenerate agrarian communists. Currently being pestered by one of their neighbors (to be decided, as I fill in the sector) who keeps trying to set up a puppet government to take them over.
- C7838AF-4 S P Ri Lt Amber. Deutsches Reich. They got hold of some old Nazi propaganda tapes, liked what they saw, and now they have tourists swarming all over what the travel agency calls "Hitler World."
- E2108CE-4 P Lt Na. Holo. Religious nuts trying to keep their atmosphere generators together with duct tape.
- C555300-6 Ga Lo NI. Sukka. A bunch of Heinlein-ian farmers, mostly notable for the guy calling himself "the King of Cold" who keeps bothering space travelers and trying to set up his own little kingdom.
- B000A53-14 N T I As Hi Ht In Na Va Red. Hox Anoth. Alien space arcology that the Imperium (or whatever) desperately does not want to antagonize.
Tuesday, September 02, 2008
On Being A Player -- and a Bit About 2nd Edition
Being a player again is pretty spiffy. I've done a few one shots or short campaigns, here and there, but I ran my last few major campaigns. But now I'm playing Zavijah, a lawful neutral human cleric, in Yesteryear, a PBB 2nd Edition Planescape game, and it looks to be rockin'.
Especially because I'm not running it -- noisms is -- so I have someone to pester with pesky questions. I have schemes to unravel, things to explore, and NPCs to bother. It's a refreshing way to play the game, especially with the triple new of internet play, Planescape, and 2nd Edition.
All three of which I quite like. Planescape, of course, is awesome, and it's nice to be able to sit down and compose one's actions, rather than being driven by violent competition with the rest of the table. And I'm enjoying 2nd Edition more than I'd expected to; I doubt I'll ever run it, but character creation was surprisingly enjoyable, freed from the mechanical considerations of feat choice and skill point optimization.
I'm sure there are mechanical optimizations in 2nd edition, but I don't know what they are, and I have no intention to find out. At any rate, having no idea what the usual items for the system or the campaign would be, picking proficiencies and equipment was a lot more about what my character would actually know, and less about the optimal character grind I tend to slip into with 3rd, and 4th is actively built around. I can see why people still play the edition, and I'm glad to have joined them.
Especially because I'm not running it -- noisms is -- so I have someone to pester with pesky questions. I have schemes to unravel, things to explore, and NPCs to bother. It's a refreshing way to play the game, especially with the triple new of internet play, Planescape, and 2nd Edition.
All three of which I quite like. Planescape, of course, is awesome, and it's nice to be able to sit down and compose one's actions, rather than being driven by violent competition with the rest of the table. And I'm enjoying 2nd Edition more than I'd expected to; I doubt I'll ever run it, but character creation was surprisingly enjoyable, freed from the mechanical considerations of feat choice and skill point optimization.
I'm sure there are mechanical optimizations in 2nd edition, but I don't know what they are, and I have no intention to find out. At any rate, having no idea what the usual items for the system or the campaign would be, picking proficiencies and equipment was a lot more about what my character would actually know, and less about the optimal character grind I tend to slip into with 3rd, and 4th is actively built around. I can see why people still play the edition, and I'm glad to have joined them.
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