Showing posts with label labyrinth lord. Show all posts
Showing posts with label labyrinth lord. Show all posts

Friday, February 05, 2010

Doom & Tea Parties: Death!

Remember a couple months ago when I was all "oh, man, Trollsmyth's game is really scary even though no one's died yet?"

Yeah.

Wednesday's session of the group game saw five rolls on the ever-hilarious Table of Death and Dismemberment. Which works out to one arm broken, one arm ripped off entirely, and one instant death. Luckily, the arm that got ripped off and the arm that was broken were the same arm, and belonged to the PC who no one likes anyway, and it was a hireling who got her head eaten by slaadi. But still, we're talking about a very brutal session here.

Something like this was going to happen sooner or later, and it could have been a lot worse. The fight in question ended up involving two slaadi, an ancient sshian vampire, and a werewolf, and it easily could have turned into a TPK if we'd rolled badly. Or worse. As it is, we lost a fighter, the rest of the party is pretty torn up, and the sun's going down with the vampire and the slaadi still on the loose. But if I've learned one thing from Trollsmyth's game, it's that things can always get worse.

The table, despite its name, does a lot to increase the survivability of the characters while still allowing for a lot of tension during combat, but you do only get that tension of the table bites you every once in a while. I know this session has me very glad that the group in the solo game is as safe as it is, for now. I'd liked the character who died last night, but I hadn't known her as well as I do a lot of the ones in the solo game.

Partly because of that, I'm fairly happy with how things went last night. Yes, we had our characters utterly dragged through the mud, but that's where good roleplaying comes from. (And by "good" I don't mean "well done" or "high quality" or anything else like that. I just mean, well, good. Entertaining and satisfying. The kind of thing you want a one-syllable Germanic word for.) Figuring out how my character's going to deal with her decisions getting people killed, how she's going to react to discovering that the other PC, who she's never liked that much to begin with, is a werewolf, and just plain dealing with the nightmare that is going to be the next few days in-game is all going to be fun. (Not to mention that the party wizard had been dating said now-armless werewolf. "Hey, don't lick that!") Not so much for the characters, but it will be for me.

But it's still the first death of the game. And if I'm remembering correctly, it's the first death in any continuing campaign I've played in. (Not counting the one where rocks fell and everyone died at the end.) I've lost a character or two in one-shots, and I've killed a handful of PCs while DMing myself, but I haven't played in many long campaigns, and those I have played in have tended to be things like Star Wars, high level 3e D&D, and similarly death-proof milieus.

So that's going to be interesting. Wondering "What's the right way to deal with the death of an imaginary person?" is interesting, if a bit odd. Between that and getting the refresher on just how dangerous low level D&D can be, I'm looking forward even more than usual to the next session of that game.

Sunday, January 31, 2010

Doom & Tea Parties: Small, Focused Games

I think Trollsmyth has mentioned that the solo game didn't start out that way. Originally we had four players, then lost two, then the third, added another who only lasted one session, and so on, until the group finally settled down into me, and some NPCs who I pretty much treated as members of the party. Whether it was just schedule problems, or a side-effect of chat gaming, or Trollsmyth's peculiar campaign style I couldn't say, but lately the group game has been having similar trouble. We're down to just me and the boytoy, from a group of four players, and while there was an extended attempt to add a third player it doesn't look like the schedule is going to work out for a while.

Which, honestly, may be okay. I liked the other characters when they were around, and that potential third player would have been a lot of fun, but having just few players has some advantages. He and I have built a rapport, our characters don't get along in all kinds of fun ways, and it means the NPCs in the party get a lot more screen time. Since they interest me (and boytoy has amused himself by finding various ways to make their lives miserable) that's been working out well.

As a general rule, I'm coming to prefer solo and small-group gaming. One, two, and three people means the game can be more character driven, more interaction-focused, and more responsive to the specific things that I like, with fewer player agendas to juggle.

Which is a bit different than the freewheeling, "whoever shows up can play," megadungeon and wilderness crawl kind of play that I think of as quintessentially "old school." I suspect that those kinds of sprawling campaigns played a significant role in creating and anchoring communities of gamers, and I would like to run or play in such a campaign at some point, but mostly for the novelty of it, and to better understand how such things function. My real interest lies in smaller, more focused games.

Friday, December 25, 2009

Experience Systems: The Foundation of the Game

The issue of experience, and reward systems in general, has been rattling around in my head for a while now. So I figure I should strike while it's the hot new thing, what with Jeff Rients XP-for-Exploration idea making the rounds, and Lamentations of the Flame Princess having sounded off about it (declaring that XP-for-gold is the only true way, naturally), so you know it's a big deal.

My basic opinion is, "whatever works for your game." XP-for-gold is what I use in my games, for most of the reasons that Raggi has already enumerated. I'm more open to the XP-for-Exploration idea than he claims to be, but I agree with his opinions on pretty much all the other systems he discusses, and I actually think he's missed a point against XP-for-roleplaying, in that it can create messes, socially, for me as the DM to be grading my players like that. (Or I should say, has created messes, socially, for me.) All the systems he's discussed, and really all XP systems, are to some degree arbitrary; at the very least, the DM creates the environment that the experience is being awarded in. But I like having the illusion of impartiality, and having something other than "Well . . . because I said so," when I get asked why Player X got more experience than Player Y.

Anyway. The thing about XP-for-gold is that it tends to break down if the players decide they want to ditch the dungeon for a soap opera, or otherwise find a way to take the game in a new direction. And while I'm moving into hypotheticals here, based on my experience, observation, and general sense of how the game ought to be run, in a long-running old school kind of game, the players are going to eventually figure out a way to take the game in some kind of new direction, away from "pure" dungeon-crawling. They're going to find something that they like better than gathering treasure. Sometimes, maybe even most of the time, this is going to be something that's still largely compatible with XP-for-gold. Sometimes, though, it won't be. (Of course, as Raggi points out, this can be a great thing; having the players choose between level advancement and some other goals can be interesting, at least on an occasional basis.)

If you won't to know what to do at that point, talk to Trollsmyth. I still don't think he's told me yet what he's doing with the XP in our now heavily soap-opera-ified solo game. My character hasn't gotten any treasure in about twenty sessions. She doesn't care, and neither do I, but not every player is as nonchalant as I am about leveling, even if they are having crazy amounts of fun gossiping about boys with rakshasa and clerics or what have you.

I can, however, comment that the process itself is a very excellent thing to happen in a campaign, even if it does cause a few problems if things go too far afield: the campaign becomes uniquely yours. This is certainly achievable by talking things out with your players ahead of time and designing such a personalized campaign from the get-go, but that requires that you and your players both know what you want before the campaign starts. The beauty of a letting a game evolve like this is that you don't have to know. You just have to be paying attention.

If you've been following Grognardia's Dwimmermount posts you'll have an excellent idea of what I'm talking about--and at least an inkling of what all this has to do with XP-for-gold. His campaign hasn't suffered as extreme a drift as the Labyrinth Lord solo, which makes it a better example; I suspect its evolution is more typical for such games. But the basic pattern remains the same: it started out as a a game exclusively about Dwimmermount, guided by the rhythms of dungeon exploration. In the past few months, the characters have started to deal with potentially treacherous NPCs, uncover the schemes of ancient cults, lead their cities in response to undead hordes, and even delve a bit into some fantasy theology. It's still largely compatible with the dungeon delve, and by extension, XP-for-gold, but it's become a distinctly different game from the one the one Maliszewski started about a year ago.

And XP-for-gold was one reason why it, along with the solo game, was able to shift in such a way. XP-for-gold supports a player-driven game. It's not the only system to do so, and it's not required to run a player-driven game, but it does help: it helps the players answer that eternal question, "What do you do?" This is especially true early in the game before they've figured out their characters, established their own motives, and gotten involved in the larger schemes of the milieu. It's provides a way to run a foundation for a player-driven game before the players, and the DM, know what really interests them.

Allowing the players to drive at least the direction of the action is crucial to this kind of evolution, particularly if you want to start out simple and get more sophisticated like this. The players need to have the freedom to say, "Ooh, that looks fun, let's go do more of that." But giving players freedom can be a great way to get some very confused players, so sometimes, just to help them get their feet on the ground, you want a big blinking neon sign that says "Adventure Here!" XP-for-gold puts that neon sign right on top of any place that has a little treasure in it.

I keep using XP-for-gold as my example here, but it's not the only system that provides that effect. Pretty anything that makes it obvious to the players what they need to do in-game to get that XP will do--which means that XP-for-roleplaying and XP-for-quests won't. Whatever their other charms, such systems either don't significantly guide in-game decisions (which in other contexts may in fact be one of the main advantages for XP-for-roleplaying and similar systems, but here it defeats the entire point), or they make it very difficult to define the rewards involved ahead of time without pre-framing the decisions the players can make. Sure, a good XP-for-quest-type system will allow the player to negotiate with the DM to define what they want the quests to be, but that doesn't give them much help in answering that question. Which is great once the campaign has gotten up and running and they have some ideas already, but it doesn't do a great job as a neon sign for the early game.

There are, however, other systems that do have the right set of features, XP-for-monsters and XP-for-exploration being the most well-known at the moment. They're not quite as flexible as XP-for-gold, suggesting a more specific range of activities, so they tend to be supplemental rather than comprehensive systems, but that's perfectly fine. In fact, I consider the D&D XP system's ability to accommodate expansions of various kinds one of its strengths.

(As an aside--while I tend to agree with Raggi that monsters really ought to be obstacles to XP-collection rather than an avenue for it, in a world where most monsters are unique (or if you could only get XP for a kind of monster the first time you killed it) XP-for-monsters could form the foundation of a really interesting game that revolved around researching, tracking down, and defeating various beasts.)

Eventually, killing those monsters or exploring those locations will lead to the PCs stumbling across some larger mystery, or they'll cross paths with the wrong people during their pursuit of gold, or they'll just run into some other activity that catches their interest. And that's all to the good, because the point of this kind of experience system isn't to define the game but to provide a foundation for it. It gives the PCs something to do and a reason to get involved in the world while you're figuring out what you want to do with a campaign.

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.

Thursday, November 19, 2009

On Systems and Skills

So lately I've been jotting down notes for a new setting and discussing dice rollers for a Wave game with potential players and generally doing the things one does when one has a mind to run a game. I won't be able to really get it rolling for a few weeks at least -- no time until after finals -- but I've been thinking about it regularly and it's starting to sound like a viable idea.

The thing that I'm currently hung up on, besides matters of time, is system. I did something unusual, for me, and started sketching out a setting system-less, (Took a page out of Trollmyth's notes and started with themes, in fact.) and while I'm pleased with the results so far it means I still need to figure out the mechanical side.

While I haven't gotten quite down to the level of what the player characters look like and do, I know I'm going to need at least some kind of jedi-knight analogue, a mutation system, and some way to handle magical tattoos. I'm also considering a cyberpunk-ish or otherwise somewhat post-modern tech level. So Swords & Wizardry and Labyrinth Lord, which otherwise are my go-to systems right now, aren't a completely natural fit. I can crib Mutant Future's mutation system, but I'd also kind of like something that's more forgiving of acquiring them in play, in addition to your existing class/race. And I might be able to make clerics work as the jedi-guys, but depending on where I go with those I might need to make a full new class (which is something I've wanted to do for a while, so that wouldn't be too bad) and then I'd need to figure out what else to do with clerics, and healing in general.

But LL and S&W are my go-to systems for a reason. Right now, they do everything I want out of a system and nothing I don't: fast, deadly combat, magic with for interpretation and additions, a save system, and a couple of other odds and ends. None of the other systems I've used before or have the books for quite fit that bill; I was considering new World of Darkness for a while, but discarded it before I really got serious about the setting. I don't have any use for most of its skill system as implemented (in particular the social stuff; while I can understand the arguments for mechanical supports for certain kinds of characters, with the way I've been playing lately those skills would just get in the way) and I'm similarly suspicious about how the morality system would interface with the kinds of gaming I've recently gotten used to. While I still want to try Vampire, Mage, and all their ilk at some point, that game will have to wait.

One system that has caught my eye, however, has been BRP. I've been looking for an excuse to pick up that book and take it for a spin ever since sirlarkins started posting about BRP, and it has a reputed flexibility that appeals to me: I suspect it would be fairly easy to tweak its character power subsystems to support the character types I have in mind. It does have a lot of dependence on skills, but I'd feel more comfortable ignoring or downplaying certain parts of that system if it didn't mean tampering with some platonic grid of ability scores, and it might do me some good to have a skill system to mess with again. I've gotten perhaps too suspicious of them lately.

Friday, September 25, 2009

My Next Campaign Is A Long Way Off

I've been thinking a little more lately about running a game again. I don't have time right now (and that's not entirely bad, because the main reason I don't is the amount of gaming I'm already doing) but I've started thinking about it regularly again, sketching out ideas here and there, and figuring out when I might next have the opportunity. I'm determined to get back into it slowly: it'll be next semester at the earliest, and I very well might put it off until next summer or even later. But I'm considering it.

Part of the reason I'm taking it slow, beyond just the time constraints, is that I'm still not sure why the last few games I've run didn't work. I had fun, and the players had fun, but neither the Traveller game nor Is This Foul? ever clicked for me. They were both chores to prep for, and I didn't always look forward to game night. I'm starting to get a better idea about why that was, but I don't want to put the effort into running a regular game again until I've got, at the least, a new tack to take.

I'm also thinking I might actually prep for the game a bit before start up this time around. Normally, there's a pretty short time between idea and execution when it comes to my campaigns; it's normal for me to run a game within just a week or two of coming up with the concept. The trick there is that the two times that technique's been really successful, I was running a pre-existing world; in one case a published campaign setting (in this case, the Diamond Throne), in the other, the setting from a (terrible) novel I'd written several years prior. I'm thinking about giving that world-building thing a try again, so that suggests spending a bit more time on the game than usual.

I'm hesitant to make any dramatic statements about what exactly I'm going to run, because it's so far off that I'm almost guaranteed to change my mind twelve times before it hits the table. But at least for now, I'm thinking it's going to be a fantasy, location-based, sandbox-y thing, because I've been wanting to run something like that since I came to college and it keeps getting pushed back in favor of other ideas. That, in turn, means I want to use either Swords & Wizardry or Labyrinth Lord, with plenty of house rules and bits and pieces from other things.

I'd also like it to be a chat game. I've been having a lot of fun playing in the two Trollsmyth's got going right now, and I want to try my hand at setting one up myself. I also like the idea of pulling in players from my entire player base, which is currently pretty scattered geographically. It'd be fun to play some new combinations of people off each other, and starting with a larger pool gives me a better shot at getting a group all willing to put up with romantic shenanigans.

So that's where I'm at as far as running a continuing campaign goes. I might run some one-shots before I get that started (Vampire, Mage, and Promethean will probably get that treatment, since I can't see running a full campaign for any of them soon, but the reason I got them in the first place was to use them) but for now, it's going to be planning, and playing.

Saturday, August 22, 2009

An Unusual Situation

Last week I played a little 4e for the first time. I've DM'd it before, but never sat down and ran my own character. It was pretty fun, especially considering that it was Maggie's first shot behind the table for us. So the pacing was a little rough, and we didn't have time get to the "real" part of the adventure, but what we did do was fun; I was particularly impressed by her combat descriptions, and renewed my resolve to work on my own skills in that area.

As I was getting ready for the game (using the Character Builder to make a half-elf bard, "Fiona Trollkin," and a longtooth shifter warden as a back-up in case we needed a defender) I thought to myself, as I often do in such situations, "Man, it'll be nice to get a chance to finally play." It took me a moment to realize that no, wait, I play all the time now. This summer there've been a couple times where I played four sessions in a single week. Sessions that often last up to eight hours. I'm not even running a game of my own right now. It's all play.

What's really weird is that I don't even have much desire to start running a game again. I'm pretty happy just playing. That's never happened to me before, and I don't know how long it'll last, but for now I'm enjoying it. Being able to game, and be really happy with the game, without the work? It's nice. (Not that I'm not doing a bit ofwork for the game, but not nearly as much as I would be were I DM. My main contribution is thinking up setting questions that Trollsmyth then answers.) Partly this is because the games I'm in right now are really good, and fit me in a way most of the games I've played in before didn't quite. But I suspect it's also partly because I've gotten really frustrated, in various ways, with most of the game mastering I've done in the past year or two. Not really sure why that is yet, but luckily I don't have a huge need to figure it out immediately. I've got time to let the answer come to me, and in the mean time, I can play.

And while I'm on the subject -- not running a game of my own is part of why the blog's been so quiet lately. I've been thinking about game stuff a lot, but mainly stuff that has no business being on the blog, or that Trollsmyth's already covered. I've also been trying to take care of my hands, since they've been acting up a little and there's other stuff I need to do on the computer that's more important, but the main of it is that I haven't had a whole lot I wanted to write about. I'm still keeping up with the blogosphere, but things may continue to be quiet around here for the time being, particularly since I'm going back to school soon.

Thursday, August 06, 2009

Old School is New to Me

Here's a secret:

About four, maybe five years ago, one of my friends showed up to our Friday night session with a big stack of rule books and a bunch of boxes full of miniatures. His neighbor had given him a couple boxes full of old 1st and 2nd Edition AD&D gear, and he was talking about starting up a game with some guys he knew from school. (We were engaged in another campaign at the time.)

I flipped through the books and started making fun of them. Class-as-race? Ridiculous. Individual XP charts for each class? Laughable. That weird system of saves? Archaic. The organization was impenetrable, the prose awful, the art hideous-to-non-existent. 3e, I knew from reading forums on the internet, was a great improvement.

That was back when I didn't know any better. Heck, even my friend didn't know any better. Based on, if I remember correctly, some vague knowledge of the Outdoor Survival Map, he explained to us how OD&D had been "a board game," where you moved your pieces around on hexes. What we didn't know about the games we filled in with crazy rumors and misinformation from other new-edition-playing twerps like us.

Then I started getting into RPG blogging. I started reading Jeff's Gameblog, and from there found Trollsmyth, Grognardia, and a bunch of other guys who knew what the heck they were talking about when it came to the older stuff. Not that any of them were, or are, gurus, but they knew that the older editions were fun, that 3e wasn't intrisincally superior to any of them, and they were interested in figuring out exactly what it was that made those old games tick. Luckily, that mix of enthusiasm and curiosity was enough to get through my idiot ideas on the subject, and I ended up coming along for the ride.

Now, I collect those old hardbacks, play in two Labyrinth Lord games, built my own Swords & Wizardry megadungeon, and have pretty much sworn off running 3e, at least for the next few years. I've taught people to play Swords & Wizardry who have never played an edition of D&D before in their lives. It's some of the best gaming I've done in my life.

A few final words, from Trent Foster:

Yeah, there are some "old guys" in our midst who actually were around back in 197x playing D&D in this style, watched the game/hobby move away from them, and are refreshed to see a new crowd pick up on what they liked about the game in the first place. But more of us are people who started playing the game later, after this style of play was already in decline, or had even disappeared altogether from the mainstream/commercial rpg scene, and are so interested in this style and approach to play now in large part because we didn't get to experience it then.

Wednesday, July 22, 2009

Get Out of Jail Free Cards

One of the things I like about Trollsmyth's Labyrinth Lord game is that it feels very deadly. That threat of death has a number of benefits to the game, not least that it keeps me focused and involved with the game.

But in objective terms, it's not deadly at all. We've been playing for half a year now, and no one's died. Honestly, it wouldn't be all that much fun if it death were a regular thing; beyond the usual fuss of coming up with a new character and re-integrating her into the ongoing campaign, one of the things I enjoy most about the game is learning about and interacting with the NPCs, and there wouldn't be much point to that if they were getting eaten or poisoned or whatever all the time.

Still, even despite that, the game feels ridiculously dangerous. Partly, this is just me as a player: I worry about stuff, even if it's not that huge of a risk. But more important is the fact that the main reason no one's died yet is what Trollsmyth calls "get of jail free" cards.

We've got a number of them in this game. Shields Shall Be Splintered is one; if I'm remembering correctly, the party's lost two shields so far, both times to nasty, horrible critters that probably would have killed us otherwise. The Table of Death and Dismemberment is another, and it's simultaneously comforting (having rolled on the table a few times myself, I know the odds of insta-death are actually pretty low) and terrifying (since Labyrinth Lord would otherwise be a dismemberment-free ruleset.) And, of course, there's more specific (and weirder) ones, like the potion that restores all hit points, neutralizes most poisons, cures most diseases. Then it changes your sex.

What all of these have in common is that they say, "next time you won't be so lucky." You won't have that shield, or that potion, or you won't roll as well on the table. The table in particular creates a moment of tension, as I wait for the DM to roll his dice -- and then another, one one of my allies hits the floor and I don't know yet whether he's just unconscious or completely dead.

And then, there's the fact that both the shield and the potion create decisions, which are to my mind the lifeblood of a good game. In the one case, deciding what weapon to wield gets a lot more interesting. In the other . . . as I discovered when it got used on Sunday, as if "death or sex change?" wasn't decision enough, since there is only the one, is "the first person to nearly die" really the criteria we should use to decide who gets it? Talk about roleplaying. I'm still kinda buzzed from that session.

Friday, July 03, 2009

A Non-Obnoxious Angle on Theme in RPGs

Trollsmyth recently posted a discussion of theme in sandboxes which hits a lot of points I've been thinking about lately because the techniques he's discussing are all things he's demonstrating in the Labyrinth Lord game. Basically I've realized that theme doesn't have to be the province of railroaders and "art" gamers: the DM can set up the questions, the players can provide (or attempt to provide) the answers, and that's theme.

This is an idea that really works for me, since as an English major and a human being, theme is something I enjoy thinking about. Exploring a conceptual space set up by the DM is fun, satisfying, and keeps me involved in the game even when I'm not playing. I've never done a whole lot with theme in my own games, but now that I've got a framework for it I might have to change that policy.

A couple of observations to add: Part of what works about theme in Trollsmyth's game is how specific it is. (At least, the major one.) Are you for the gods and their empire, or against them? The history of the world suggests that this is the latest facet of the continuing struggle between empire and anarchy, which in turn is just a face of the cosmic conflict between law and chaos. But my characters don't interact with it on that level. They're aware of the cosmic side of things, and it may very well come up in play at some point, but it's not as important to them as how that empire might affect them and their families, their own personal relationships with the gods, and the relationships they've formed with people who have their own strong opinions on the issue.

Also, while that's the main, and most obvious theme in the game, there are at least a couple of smaller themes running around. One is trust: one of my characters has repeatedly had to decide who she can trust, and how far, as well as figuring out how much they trust her. Largely this is a result of the game being fairly serious about people and their motivations, rather than simply glossing over a lot of what adventure-type games often gloss over to get to said adventure. But I've noticed it as a thematic concern, because that's an interesting way to think about it. I doubt I'd have looked at it from that angle if there weren't some flashier thematic concerns running around, which given the fun I'm having thinking about it that way is a pretty spiffy side effect.

Wednesday, June 03, 2009

The Ever-Present Threat of Death

Despite grim warnings to the contrary, we haven't yet lost a player character or an NPC henchman on the field of battle in Trollsmyth's game. There've been a couple of close calls, and one roll on the table of death and dismemberment, but so far all the traps we've triggered have rolled low on damage or been of the incapacitating variety, the wandering monster rolls have been fairly favorable, and the foes we have faced we've managed to trick, run away from, or defeat.

We've been lucky, and I'm aware that luck won't hold. The game feels very, very dangerous. Monsters do (at least) 1d6 points of damage, and at least one of the NPCs has just 6 hit points. Even my character, with 10, is just a couple of bad rolls away from death herself. And while I know Trollsmyth isn't going out of his way to try to kill us, that's usually because he's up to something worse.

Which is awesome. I've played in (and run) enough games where I was never afraid that a character would die to know that it completely changes the tenor of the game, and as far as I'm concerned, it's much better this way.

For one, I'm never bored in combat. I tend to lose interest in games where you're mostly just trying to figure out how you take down that monster, especially when it goes on for a while. In Labyrinth Lord, combat is ten minutes of terror. Most especially in that moment when I see that the monster has hit and done some serious damage, and I flip over to the table to see just what might be about to happen to my character, or to that cleric who I've gotten rather attached to over the past couple of months.

Secondly, it gets my brain going. It's not enough to set up what my character can do in combat and then wonder about what I'm going to do on my turn. I have to be thinking all the time. Where are the monsters and traps likely to be? Is there any way I can avoid running into them? Can I talk my way out of this fight? Is there any way I can distract a couple of them, maybe even the odds? What else is around that I could use rather than go head-to-head with this monster? And, above all else: when should I decide to run?

Sometimes, there's no way around it. I'm stuck in a room with two animated statues and not much else, and if there's a way to avoid crossing blows I'm just not seeing it. But even then, there's things I can do to make a messy death somewhat less probable. Having had the forethought to hire some help goes a long way, and occasionally I can think up some kind of stunt or trick to help during combat. At the very least, keeping out of fights when I can means I'm better able to handle the fights I can't avoid.

And that threat of deadliness means that I don't just think about the game when I'm not playing. I worry. I worry about whether or not my character's going to make it through the next session, about what might be around that next door that I haven't explored yet, and particularly about if and when I'm going to get those NPC henchmen killed. Now, partly that's just the kind of player I am (and that's definitely the reason that I think worrying about imaginary people is fun) but the ever-present threat of death (and doom) does increase the tension involved in that kind of investment, and makes it significantly more engaging.

Despite the occasional nerve that it wracks, I like knowing that if and when I slip up, or my luck finally runs out, bad things will happen. It's fun to work out ways to keep them from happening, and rewarding when I do. (And when I don't, well, dealing with that will be fun too.) It's got me thinking about ways to put a little of that sense into my own games. I've always felt vaguely that I pulled my punches too much when it came to character death, and now I've got some concrete reasons why that sense of danger can be a good thing.

Wednesday, May 20, 2009

Pausing to Appreciate the Game

I haven't been writing much about Trollsmyth's Labyrinth Lord game, even though it's been (pretty much) weekly since late January, and we've had thirteen sessions to date. Mostly this is because, as a player, I'm not so much in the analytical mode that then causes me to write blog posts as I am when I GM, so discussion of the game where I'm a player gets crowded out by my plans for and reactions to whatever game I'm running at the time. But it's too bad, because that game has been blowing my mind on a regular basis.

First off, it introduced me to dungeons. Shortly therafter, I realized that I'm not a drama/actor player (in Robin Laws' player types, later co-opted by the 3rd edition DMG II and 4e DMG), as I'd always assumed since those are the players I get along with best as a GM. Instead, I'm pretty firmly in the explorer category. Which is kind of the opposite of how I am as a GM; I don't usually have the patience for world detail, and it's been ages since I put together a proper homebrew. But I used to love books like Dinotopia, non-fiction about imaginary places, and gaming can scratch exactly that itch.

Now, I'm finding out about the joys of discovering a character throuh play. Thirteen sessions is a long campaign for me, especially as a player. My record on the stranger side of the screen is 22, and I'd be surprised if, before the Labyrinth Lord game, I'd played in a campaign half that long. My first group had a lot of campaign turnover, and I've yet to establish a long-term group since then. While I enjoy the novelty of short campaigns, I now have a much better grasp on what I'd been missing. Figuring out details about a character (and dwarves in general, in this case) in response to the demands of play is fun, and not really practicle in a short game. Likewise, I'm enjoying the process of negotiating between what I think would be fun and "what my character would do."

Most importantly, I'm starting to understand this thing some call "immersion." I've always been aware of it in general terms, but I'm usually too busy responding to three different player queries at once to really get in to. (I wrote a short story once, but that was based on observing my players more than my own experience.) When I do play, I'm usually equally distracted, whether by books or my own weird conspiracy theories. ("Snakes took our hyperdrive!") 

But lately, I really have been getting lost in a fantasy world for a couple of hours a week. Some of it's the length of time I've been playing; I've gotten used to my character and the world and the genral feel of the game. It's also mostly been solo, which might have something to do with it. And a large part of the experience is simply due to the format of online chat. Sure, it's missing that at-the-table social experience, but it's also missing a lot of the distractions of the table, and I'm already pretty well trained to get absorbed into worlds of text.

Still, though it goes contrary to my usual inclination, dissecting the experience isn't as important as the fact that I'm having more fun as a player than I have in years. That's something worth posting about.