Sunday, February 28, 2010

7th Sea: Those Basic Joys of the Game

I mentioned in my first post about the 7th Sea game that things had been rough. This has continued to be true since then; 7th Sea involves an amount and variety of dice rolling that's more reminiscent of 3e D&D than the old school editions I've gotten into lately, and it's driven home for me that rules light, DM-fiat driven play is really what I'm interested in right now. More importantly, though I'm slowing getting a better idea of the strengths of PBP play, I'm also slowly coming to the conclusion that it's not my preferred format, either, at least for a group this size, between the reduced immediacy and the logistical issues created when the party splits.

And yet, I continue to play, and I have no plans to stop any time soon. Why, you might reasonably ask, when I'm able to detail with tremendous precision, the aspects in which I find it unsatisfactory? To this question, I can provide only one answer:

Because this game is awesome.

I can't entirely explain this opinion, because it's based, in part, on certain details that have yet to be revealed to the rest of the party. But that in itself is something--I enjoy executing those kinds of reveals, and Erin's handed me a few items that should prove particularly intriguing in that capacity, and that let me explore a number of things I've been enjoying about my character. Who is in himself yet another reason; spooling out the various conflicts I set up in my character's background has been a lot of fun, and discovering new ones as he interacts with the rest of the party has been even more so. And then there's that ever-reliable social element--having Trollsmyth as a fellow player, and a game with my (currently ex, on account of Florida) roommate, are enough in themselves to make my frustrations with other aspects of the game relatively minor.

I have a lot of ideas about how games "ought to be played," and what I want out of a system. I've given a lot of thought to exactly what features I like, and why. I'm still figuring all that out, as always, and my opinions are subject to change--but I have them, and fairly extensive ones at that. But those ideas about system and playstyle and rules, while significant, fade when put up against those basic joys of having a character I enjoy, and playing with interesting people. That's the foundation of everything that comes after it.

Tuesday, February 23, 2010

Ever Used Disease In Your Game?

I've used a disease in my game exactly once. Some kind of plague carried by space rats. This was d20 Modern, and I'm pretty sure the PCs made all their Fort rolls, so it never came up. It was never intended to be a continuing scenario in itself, anyway. Just a hazard of the encounter.

Mostly this is because up until a year or two ago I only ran d20 games regularly, and d20's disease system isn't particularly inspiring. Add in cure disease, and, well, there didn't seem to be all that much point to the adventure. (I'd love, by the way, to be proven wrong about this. Anyone got some awesome 3e/3.5/d20 system disease stories?)

As an aside, this is one thing that I really like about 4e. The disease track is just a whole lot more compelling. More tension, and more opportunity for interesting effects.

Still. You'd think that at some point I'd have jumped on another way to make my players' characters' lives miserable. Or that some enterprising DM would do the same to me. Hasn't happened yet. I've never even had a game where something like this happened to an NPC. I can understand that there might be logistical issues getting in the way of giving PCs certain diseases (some kinds of games would handle it really well, I think, but a really pulp/action/adventure game might seize up a bit) but there are plenty of things I've avoided doing to PCs for the hassle of it (I tend not to have villains capture just part of the party, for one) that I'll happily inflict on an NPC they like.

Boy, do I ever love abusing NPCs. There's all kinds of things you can do to them that would be a huge headache for the PCs, but are pretty much excellent with them. I try not to abuse them as a plot hook too much, but there's a certain kind of player who will get really attached to NPCs and then get really excited when they get a chance to save them from some hideous fate. And I always like to make my players happy.

Anyway, what makes this really weird is that I tend to love weird afflictions of various kinds in other media. Illness and injury come up with a decent amount of frequency in the fiction I write. In a way, even things like werewolves and the Hulk are just really dramatic examples of "disease," and that kind of dramatic, supernatural affliction is category I really dig. But even that has never really come up in one of my games.

The way I'm putting together the setting I'm working on right now, there's a good chance that this'll come up in a big way in the next game I run, so that should be interesting. But considering the issue has gotten me curious. Any of you folks ever used disease in a game? Was it a one-off thing, or is it part of your regular threat routine? How'd you handle it mechanically? Did it work out well, or are you never touching it again?

Sunday, February 21, 2010

Play Style and "Fun"

A good while back, I ran into this post on Levi's Amagi Games: the What-I-Like Glossary. At the time, I read it, shrugged, thought to myself, "Well, that was interesting," and then went right on my way. About the same thing happened when I discovered Brain Hex. Thought about it for a bit, decided it might lead to some interesting ideas, and then moved on to other things.

I've been thinking about them both lately, because I've been trying to figure out what I mean by "play style." When I use that word, people start throwing around terms like "gamist" and "narrativist" soon after. These aren't useful words for me. The big issue is that I always feel like there's some much more precise definition for them than I actually understand; I've read the articles in question on the Forge, but can't make precise sense of them. All I really have to go on is the way that I see people use them, and there I find concepts that aren't particularly compelling.

Though perhaps that's not quite the right word. Compelling they are, yes. Dividing up RPGs into three distinct, semi-exclusive categories is, for whatever reason, attractive. I've found myself drawn in that direction myself, on occasion. And since I'll readily admit that I don't have a strong grasp on the overall theory that they live within, they may very well be good terms for describing the kinds of things they're designed for. But in common use, they tend to trample over a lot of what I find interesting about play style.

For instance: "Gamism" tends to be used to mean "games like 4e D&D," where the players are expected to spend a lot of time manipulating the mechanics of their characters in various ways, towards the end of overcoming various obstacles. But when I look carefully at the people I know who enjoy playing this way, the idea that this is style of play functions as some kind of self-contained unit breaks down. Many of them enjoy extremely rules light play, so long as there are obstacles to overcome and problems to solve--they get just as much thrill out of figuring out how to use a ten-foot-pole to deal with pit traps as they do finding that perfect character combo. And all of them are drawn to D&D for reasons beyond simply manipulating the ruleset and overcoming challenges, whether it's the funny voices that their DM makes or the continuing story that their character is involved with.

So while I've borrowed a lot of ideas from the framework behind those terms, I try to avoid using them because they don't get at a lot of distinctions I'm interested in. Instead, here's what I think is important about play style:
  • Different people have different ideas about what's fun and what isn't fun. This'd be one of those "borrowed ideas," though I doubt it's original to GNS theory or whatever it is that it's called. Furthermore, I suspect that a lot of problem play comes down to people disagreeing about what's fun and not realizing that they disagree. If I'm reading Ron Edwards right, this idea is what's behind a lot of his talk about "incoherent play," but I don't take it quite so far myself, for reasons I'll get to in a bit.
  • "Play style" doesn't live on the Island of RPGs. The stuff I like in roleplaying games tends to be similar to what I like in other games, or in other kinds of storytelling. Where it isn't the same, it interacts directly with my roleplaying game preferences; that is to say, there are certain things that I don't like in roleplaying games specifically because I think some other kind of game does them better. Particularly on a practical level of figuring out what makes your group tick, it's important to look at what people like about what other games they play, and why they're playing RPGs rather than those other games.
  • "Play style" is made of a bunch of little interlocking pieces. This is where Brain Hex and the What-I-Like Glossary come in; they're both basically ways of breaking down and looking at those pieces individually. You'll note that they have a number of styles of play in common, as well as the overarching idea that everyone enjoys more than one, but there's usually one or two that someone will like the best. Neither is perfect; the Brain Hex model is specifically geared towards video games, and Amagi Games has failed to provide the internet with a snappy Greek term for the thrill of finding stuff out. But the basic idea there is attractive to me, being based on at least an attempt to model what's actually going in people's heads when they talk about "fun." Though I mostly like it because it lets me talk about how . . .
  • Some kinds of fun go together like peanut butter and chocolate. Or, I should say, chocolate and something that's not terrible. Using the Amagi Games terminology, what I mean is, if you're into ludus and kinesis then you're crazy if you're not playing a game that's got tactical miniatures combat, because those two kinds of fun can really complement each other. Likewise, if you're currently deep into kenosis, you'll find it pretty easy to add expression and kairosis to your game, if you also enjoy those kinds of play.
  • Others kinds of fun are more like steak and ice cream. The main thing I'm thinking of here is something that Levi notes directly in his list: kenosis is easy to mess up if you've got something else going on in your game that breaks people "out of the groove." Another good example using the same terms is that alea can (but doesn't always) conflict with fiero. There's a certain kind of gamer who wants to win because he came up with a great plan, not because he got lucky. The basic idea here is that there are certain kinds of fun that you have to prioritize, because you can't have all of them.
  • Some players who like different kinds of play will get along great. Others . . . won't. If their favorite kinds of play don't conflict, or complement each other, you won't have a problem. That kind of group may even be preferable to one where everyone's play style is in perfect accordance; it can be fun to be a spectator to a different style of play than the one you're normally engaged in, or to be pushed out of your specific comfort zone every once and a while, and it's good to have players with a variety of different ways of approaching in-game situations and problems. On the other hand, if two players strongly prioritize styles of play that interfere with each other, you're going to have problems, especially if they don't realize that it's a play style clash and assume the other person is just being obnoxious. But playstyle isn't some immutable iron thing, either--if both parties are aware of the different kinds of fun they're interested in, and each explain to the other person what it is that's cramping their style, they're likely to be able to hash out a compromise that keeps them both fairly happy.

Wednesday, February 17, 2010

Magic & Metaphysics

I've been doing some thinking about what I want out of a magic system for the system I'm working on, and it's looking more and more like what I need to do is write a new set of spells. I'd been trying to avoid that option on account of the work, but I've also spent the past couple days working over the metaphysics underlying magic in the setting I'm building, and in doing that, I kept thinking to myself, "Okay, sorcerers are going to need to be able to manipulate X in this way, and that way . . . oh, and obviously it makes sense for them to do Y." A few minutes of that, and I realized I had the beginnings of a spell list.

Given the metaphysical framework, it hasn't been too hard to fill out those lists, either. Add in the basic D&D assumptions about what magic-users ought to be able to do, and what I get are a bunch of questions: "What part of their soul would sorcerers use to do damage? How would that work?" "Should I have a spell like light? What's the game function of that spell? Is there another way to get the same effect that makes more sense in the metaphysics?" And I've been giving some thought to what would be useful in a social game that's not already in D&D, and what's in D&D that would be too useful in a social game. I've broken charm, for instance, into several spells, depending on what parts of people's souls they manipulate, and exactly what kind of effect they produce.

All this means, though, that the magic system is going to be very setting specific. It's possible that you could use it with a different setting, but I'm not sure that you'll be able to use it without the very specific approach to souls and other such things that I have in the setting I'm using. I'm not sure yet just how hard it would be, but there are going to be at least a couple of spells that just won't make any sense unless you know, for instance, certain things about the way that the magic metaphysics interacts with gender.

Which I worried about, until I realized that, hey, this is D&D. People can just take out the spells they like and forget the ones they don't. Or ignore the magic system entirely, and just borrow the other subsystems. If I was doing something really new and interesting with the mechanics of the magic system, I'd be more concerned with making it setting-independent. As it is, I'm considering stealing Arcana Evolved's "readied spells" concept, and perhaps even combining it with a "roll to cast" option, but nothing truly revolutionary. And it doesn't need to be.

Monday, February 15, 2010

Doom & Tea Parties Solo: Why I'm Not Writing About It

So let's see. I've written about the group game this month, and I'm not going to run out of things to say about it anytime soon. Next month is going to be why Trollsmyth won't kill boytoy's character, I think. Unless she gets eaten by a slaadi or something in the meantime. Which would be good, because then she won't die after I write that post and make me look dumb.

The solo game is a little trickier. While I've written about it a fair amount in the past, I've very deliberately not mentioned a number of key circumstances and events in the game, and I'm going to continue that policy. I've shared some of those circumstances with offline friends, in the course of those "what crazy thing just happened in the games we're in" conversations that I occasionally give in to, but there's a fair amount I haven't told anyone, and won't until the game ends. And maybe not even then.

A lot of what's made that game so interesting and involving, in fact, is that I don't talk about it. I don't have to explain it, or understand it well enough to explain it, or justify it. I can do very odd things and go very odd places, with no audience except the DM, who's mostly busy doing stranger things anyway. It's an experimental space.

Which is a bit odd, since RPGs tend to be very much public affairs. There's that whole "let me tell you about my character," actual play report culture; a lot of my conversations with people I've just found out play roleplaying games tend to turn towards various events from campaigns past. People like talking about their games. And a game, obviously, involves more than one person, usually a fair handful. It's not like reading a novel, or watching a movie--and even those examples point to a general publicity of entertainment, at least in our culture. One of the chief joys of novels and TV and stories in general is in discussing them.

But I don't think my experience with this game has been anything approaching unique. After all, one of the features that so marvelously distinguishes roleplaying from reading or watching is that the experience is so much less public. It's not something that anyone who picks up the book can experience; only I and the few other friends who were there ever can. Which means that it can be a much more private experiences, with all the advantages that go along with that--not least being that it only ever needs to interest and please us, the people participating. And that remains true no matter how many players are in the group. And even when I do give in to the temptation to tell all my friends about a character's latest escapade.

Sunday, February 14, 2010

Snowflake the Techno-Plant (This is Boytoy's Valentine's Day Present)

Snowflake the Techno-Plant
Strength: 10
Dexterity: 11
Constitution: 13
Intelligence: 18
Willpower: 14
Charisma: 16

HP: 58

Dermal Poison Slime (7d6 damage, save half)
Epidermal Susceptibility (Fire)
Albinism
Negative Empathy
Quick Mind
Tripping Tendrils
Abnormal Size (1/20th normal)

The upshot: it's about 4" tall, is about as good as it's possible to be at figuring out new technology, and a significant minority of the people it meets immediately try to kill it for no reason.

Poor Snowflake.

In other news, I adore random character generation.

Saturday, February 13, 2010

Thoughts on the Manifesto of the Turku School

I'm pretty sure today isn't the first time I'd seen the Manifesto of the Turku School. But it's the first time I'd paid enough attention to it to notice this:
Another way of dividing the different ways of gaming is to group them into gamist, dramatist, simulationist and eläytyjist styles. The gamist players ("munchkins") try to somehow win the game by making their character as powerful as possible - in a way turning the role-playing into strategy-gaming. The dramatist people have no true grasp for the meaning of interaction, as they think the purpose of the game is for the game masters to tell a story using the players as actors - but with no audience to tell the story to! The simulationists try to create a working society or even a world which is simulated through role-playing. The eläytyjist set the goal to becoming the characters, to experiencing everything through the character.

While the division between the mediums of LARP and table-top games does not provide any difference in quality, the second division certainly does - not all of the above styles are as well thought-out as others. As is obvious to most role-players, the dramatist and the gamist styles are inferior to the simulationist and eläytyjist styles.
Setting aside the pretentiousness for a moment, what they've done here is rather fascinating: divided roleplaying styles into four groups based on whether they focus on creating a story, overcoming (largely mechanical) obstacles, creating a world, or immersing yourself in a character, and then grouped the story and achievement styles in one category and the simulation and immersion styles in another.

While their presentation of the idea is somewhat problematic, my thoughts have been running along similar lines for a while now. The summer that 4e D&D came out, there was a lot of talk about how it had incorporated "Forge philosophy" into its design, and while I don't know enough about Forge-style games to comment substantively, what I do know has suggested that there are some definite points of contact between those two sets: they're both using rules to engineer very specific experiences. And in that quality at least they both stand very much apart from the kind of gaming I've been doing a lot of lately, where we'll ditch the rules entirely for months at a time, and don't figure out exactly what want out of a campaign until six months into it.

Sunday, February 07, 2010

A Neo-Classical Social RPG

It occurs to me that I haven't posted yet about this odd little social RPG I've been hinting that I'm working on, and since it is basically in a semi-playable form at this point there's not much danger anymore of my writing about what I'm going to do and then never doing it. It's not in a form that anyone else could run at the moment, and there are still some pretty serious holes than need to be patched and various areas that still need to be tweaked, but the shape of the thing is there.

What is it? Basically, it's my stripping off a lot of things off of D&D and then tacking new things back on, to transform it from a game about exploration where you don't roll Search checks to a game about talking to people where you don't roll Diplomacy checks. (When I say "D&D" in this post, and generally, I almost always have in mind something between Swords & Wizardry and Labyrinth Lord, specifically. But for the most part I think of all the pre-3e editions and retroclones as "D&D with different hats on.") A lot of it is riffing off of Trollsmyth's ideas about building a neo-classical RPG about social interactions. (And, since he's run a game like this and I've mostly just played in one, we've been chatting a bit on Wave about the various different elements of the system. Wave is really handy for that sort of thing.) Some of it is also built around the setting that I've been working on at the same time, though if I ever create a publishable version of the thing I'm likely to adjust certain elements to make it more generic. But it helps to have a clear vision of the kind of game I want to run with it.

Combat is lifted straight from D&D. The only changes to it are actually changes to the class system: your attack and hit dice don't go up as you level. Right now all the numbers are pegged at what would be about level four in Labyrinth Lord; I may adjust those up or down once I see it in action. Hit points do change as you go up in level, since you re-roll them and keep the new score if it's higher. But mostly, since combat isn't intended to be a big deal, I'd rather keep everyone at "the sweet spot" through the life of the campaign.

Ability scores are generated on 3d6 and generate bonuses (+2 to -2, at the moment, though that may change) like they do in D&D, but there's a whole different set of six, (Shadow, Flair, Identity, Breath, Will, and Heart) based on a very badly mangled version of ancient Egyptian metaphysics. I swear. Blame Trollsmyth. I may fall back on the D&D system because I know it works, but Trollsmyth has pointed out that changing the focus of the game suggests dividing up the conceptual space occupied by ability scores in a different way. I'm trying not to make ability scores too big of a deal anyway; they matter in combat and the other hard-coded subsystems, and I do want them to differentiate the characters a bit, but I don't have a skill system or an ability check system. So we'll see how it works when I actually start running the game.

I haven't completely decided what I'm doing with magic, partly because I haven't nailed down what I'm doing with priests in the setting. I may ditch the arcane/divine distinction entirely and just divide up spells along the same lines as the ability scores. But it's definitely going to be Vancian based, if not pure Vancian magic, and I'm probably going to borrow either the Swords & Wizardry or Labyrinth Lord spell list, at least at first, to minimize start-up time. (My plan is to get whoever plays the magic-user in that first campaign to at least some of the work in the "filling out the spell list" area, honestly. I do have a few ideas already, but I won't really know what magic a social game needs until they start throwing parties.)

Classes right now are Artist, Athlete, Merchant, Noble, Officer, Priest, Scoundrel, Sorcerer and Templar. Most of those are what they sound like. Priests might be a placeholder class; once I have a better handle on the setting I'll have a better idea what I want to do with them, but I at least have a possible implementation now. Templars are basically Jedi. I may change the name; they're pretty setting specific, so the setting may suggest a better name for them. I'm also considering some kind of Courtesan-type class, but I haven't come up with a system to handle them with that I'm happy with and wouldn't turn into too much of a solo mini-game. The Artist and Noble are already have a bit of that problem.

The big thing that makes the game different from D&D is a set of new sub-systems: Reputation, Warfare, Events, and Politics. Most of the classes interface with one of those systems in some way or another; Officers are basically "the Warfare class," for instance, and the Athlete's schtick is pulling dumb stunts to impress people at Events. (It's really impressive if they get themselves killed. Unfortunately, they can only do that once.) I won't go into much detail now, but the goal with all of these is more to provide a backdrop to the main activities of talking to people and getting into trouble than to be interesting to manipulate in their own right. The Events system in particular is basically intended to answer the question "Who shows up at our party?" and otherwise make the DM's life easier if the players are doing a lot of that kind of thing.

Mostly I'm just glad to be finally doing something like this. I always kind of wanted to do a big homebrew project back in high school, but never had any particular reason to, and even if I did, I would have abandoned it in favor of the next project in fairly short order. But I've been wondering if it would be possible to do something along these general lines for a while now, and Trollsmyth has handily been pestering me about finishing it. Even if it doesn't end up running the way I want in play, putting it together has been a useful exercise, and seeing how it ticks will be even more so.

Saturday, February 06, 2010

Oh Ettercaptain, My Ettercaptain

On Thursday I had an unusual experience: I watched another group of gamers in action. Usually, if there's D&D happening, I'm right in the middle of it. Chances are, I'm the one who got the game together in the first place. But that night only one other person had shown up to an English Club meeting, a player from last year's Traveller game, and when it turned out that this other group was meeting to play D&D right next door, one of the players, who had also been in the Traveller game, invited us to come hang out and watch. This was a game I'd been hearing about for a few weeks, since I knew most of the people who were playing in it through various channels, so I was curious.

It turned out to be, well, not enlightening, exactly, but interesting enough that I started taking notes. Much easier to do that when you're not playing or DMing, actually. That, in fact, was interesting enough: the opportunity to really see what was going on in a session, and notice a lot more than I usually do when immersed in it myself.

For reference purposes, the group consisted of the DM, the DM's girlfriend, the DM's brother, the DM's brother's girlfriend, and the ex-Traveller player.
  • The DM rolled treasure at the table, in the open, off the DMG charts, adjusting the treasure for monster type. (In this case, an ooze, that had 10% coins.)
  • He calculated XP at the table the same way, right after the fight in question, and noted that he hadn't remembered how much work it was. (Which didn't surprise me. Oh, do I ever not miss the CR system.) He also said that it didn't really matter anyway because he was going to up them to 4th level at "the end of the tunnel," but went ahead and calculated XP and handed it out all the same.
  • As usual, I showed up just after they fought the gelatinous cube. I am perpetually hearing stories about fighting gelatinous cubes, but have never actually been present for one.
  • They had a number of health restoring abilities, one of which I'm guessing was a dragon shaman aura, (I know the party consisted of at least a knight, a duskblade, and what I suspect was a warlock -- whatever she was, she had spider climb at will) and one of which was provided by a magic item ("a jewel") that the DM's girlfriend's character had.
  • The DM's girlfriend hadn't played D&D before this campaign, which had only been going on a few sessions. This was pretty obvious; he explained things to her a couple of times, and rolled dice for her at least once. She also didn't speak up much; the other characters were much more active in interacting with things.
  • Lots of filthy jokes.
  • They'd fought the slime for some ettercaps, in exchange for their freeing a few "human prisoners" (as the Traveller player explained to me) who turned out to be a dwarven cleric and an elven rogue. The dwarven cleric "healed the party," in what was pretty clearly a DM hand wave to get the party back to full health, and then the two of them gave the party 200 gp and a potion of flammable oil.
  • The party decided to give the potion to the knight, on account of him being the character who could get the most use out of it.
  • The dwarven cleric and elven rogue had just come from the other end of the tunnel, the dungeon that the party had heard had treasure and was trying to get to. As they were leaving to go back the other way, towards the town the party had come from, the Traveller player (finally!) asked if they had any information about said dungeon. They didn't. The DM said a few things about how all they'd seen was the pit they fell into when the ettercaps got them.
  • Neither the dwarf nor the elf had names. The DM didn't supply any, and the party didn't ask.
  • The next one was a puzzle of some kind. Interacting with it made everything worse: sleep spells, spikes, and then the room filled with lava. They turned it off by rolling a Search check, whereupon the DM told them about the switch that reset everything.
  • By the time they'd set of the third or fourth trap, I wondered, "Why don't they just back off and find something else to mess with?" Then I remembered that the whole thing, being a tunnel, was a straight line: they had no where else to go.
  • Then they rolled another Search check, and the DM told them what they needed to do to solve the puzzle.
  • Accidentally filling a room full of lava is fun. Especially if it's mostly one player's fault and the rest of them can make fun of him for it.
  • Arcane spell failure made the spell in question misfire rather than just fizzle.
  • No one was quite sure how to calculate a spell DC. I spoke up at that point, but probably shouldn't have; it would have been interesting to see the solution they came to on their own, and how long it took.
Best quote: "Oh Ettercaptain, my Ettercaptain."

I'm going to have to find out if the dungeon they're headed for turns out to be as ridiculously linear as the tunnel was. Which shouldn't be too hard, since boytoy lives with one member of the group, and I have classes with the DM. It made sense considering that it was tunnel, but I still feel very strongly that a dungeon ought not to be linear, and watching this session more or less confirmed that idea.

I'm very, very tempted to write up another dungeon for Swords & Wizardry, taking into account what I learned from the megadungeon about organizing my notes, and invite this crowd, the rest of the players from the Traveller game, and the group that I've heard plays Vampire: the Masquerade for a proper dungeon-crawling experience.

On the other side of the spectrum, I'm not entirely sure why they weren't playing 4e D&D. The DM's brother I know, from previous conversations, has an intense dislike for the system, but I suspect that they would have found the healing surge system useful. (It was fascinating watching the way healing happened in that game; to my eye, it looked like they'd patched together a less elegant solution to the problems that the healing surge system is intended to address.) Moreover, they were mostly playing as a series of encounters strung together with the occasional talky bit, so there wasn't much that 4e would have interfered with. Probably just a matter of familiarity, I suppose. Or due to an issue that didn't come up in this session.

Overall, though, they were clearly having fun. Philosophical objections aside, the DM was entertaining, and good at keeping things moving. And the players were all into it and enjoying the game. Which is really what matters.

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, January 29, 2010

Graph Paper and Vinyl, or, "You Old People Just Don't Get It, Do You?"

I am what might be described as a "whippersnapper." Started blogging when I was still in my teens, still much younger than the average RPG blogger out there, and probably younger than the average RPG player, period. I gamed all through my teenage years, and still game with high schoolers occasionally, so I like to think I know a thing or two about "kids these days," at least in the gaming world. And every so often I'll read something somewhere out in blog-land that just utterly clashes with that understanding, to the point where I wonder if I managed to find the only high school, college, and youth group in the country that wasn't each populated by drugged-up cyborg freak-children.

Take this gem I saw over on The Core Mechanic:

It Appeals to the Younger Generation. Grognards need not apply. If the D&D brand is going to survive they need to figure out a way to appeal to the masses of tweeting, texting, facebooking teens who barely have time to sit still to eat breakfast let alone play a 4 hour game of D&D on a regular basis. If WotC fails to do this - the D&D game won't make it in 10 years, or it will be marketed to people at retirement homes (that would be awesome!). The D&D Encounters organized play format has all kinds of features that are aimed at appealing to younger teens and college age "young adults" (read:young whipper snappers!). Tangible trinkets, prizes, and rewards with in-game benefits for playing in D&D Encounters are all signs that WotC is trying to lure new players to the game table. Plus, you have the D&D team pushing D&D WizBook, Facebook connections, and actively Twittering - these just reinforce WotC's connection with a new, gadgeteering younger generation of gamers.


Yikes. Where do I start?

First, I want to make clear that while I'm picking on Jonathan a little bit here, I can understand why he has the view of "them young folks" that he does, and in its broad strokes its even pretty accurate. There's a kind of teenager who will be much more interested in D&D Encounters than a traditional kind of RPG experience, for a lot of the reasons mentioned in the text I've quoted above. And most of what I have to say about "kids these days" is based on my own fairly narrow experience. So take everything I'm about to say with that grain of salt.

(And jazzy title notwithstanding, if you're reading this, you're not "old." And honestly, I think the youth obsession our culture has currently is a big source of what's wrong with it. But it does make for a snappy title.)

Nevertheless, that quote represents a fundamental, and fairly common, misunderstanding of modern teenagers in general, and modern teenage gamers in particular.

Consider, for a moment, the music industry. The last ten years have been all about mp3s, iPods, downloading tracks from the internet. The album is dead. The music industry is flailing around trying to get people to start people to pay for songs without a physical object attach to them. Music has entered the digital age. That's how young people have always known music. And do you know what's gotten popular lately?

Vinyl.

Seriously. Check your local music store. It's not just a baby boomer nostalgia thing, either. Nine Inch Nails put out its latest record on vinyl. It's a huge part of the indie music scene. And while things like Abbey Road and Dark Side of the Moon top the vinyl charts, that's largely because young people are buying them. They listen to classic music, and some of them want it in the original format. I'm not discussing this in a theoretical way: my boyfriend has a record player hooked up to his media set-up, and the serious music geeks I know love it. They think the sound quality is better. They like the way that vinyl feels.

Most teenagers aren't ever going to pick up a vinyl record. They're going to keep listening to their iTunes library or discovering new music on Pandora. And even the people who love vinyl don't listen to it exclusively. Digital music is too convenient. But there are a number of young people, a significant number of young people, who want to have a place in their lives for an older, slower, more aesthetically focused, aggressively analog kind of music. They like vinyl for the very physical presence that makes it so un-digital.

Young tabletop gamers feel the same way about the games we play. The guys I know who play Magic: the Gathering, Warhammer 40K, and D&D 4e? They like buying miniatures and handling cards and seeing all the stuff of those games laid out on the table. It's a physical, tactile, social experience. They like it for the very things that make it different from the digital graphics, constant stimulation, and online anonymity of the computer gaming that they'd otherwise be spending their free time on, the features that characterize so much of the rest of their lives. It's old school. It's retro.

It's for that reason, as well as my own experiences introducing people my age to Swords & Wizardry and the old school megadungeon crawl, that I suspect, for at least a certain variety of teenager, "old school gaming" actually has a stronger appeal than the slick, glitzy, D&D Digital Initiative direction of gaming that a lot of folks seem to think the hobby is headed in. I know I don't want a tabletop game that requires an iPhone to play. If I want digital, I'll play a video game. I, and a lot of folks like me, play D&D because it's a simpler kind of game.

I've talked about my attempts to get my boyfriend involved with gaming here before; it took a long time to get him to start playing Dungeons & Dragons, and even after he'd tried it, there was a long time when he was willing to play but didn't think it was "his thing." A video game, he said, had better graphics than his imagination. Then he started making his own dungeons, and discovered the joys of drawing little worlds on graph paper. He's working on a scenario now that he's going to run online, through a chat program, but all of his notes are on paper.

Look at the kind of roleplaying that young people (particularly young women, who for various reasons aren't all that interested in the standard "bits of plastic and math" tabletop gaming that currently dominates on the strength of its appeal to those young guys I talked about a moment ago) already do, all the time: online freeform play. Yes, this is an "online," digital thing, but pay close attention to what freeform gaming is not: like a video game in any way. It's text, maybe some illustrations, based on collaboration and social negotiation and writing. Doing it in forums and chat rooms lets it happen at a reasonable speed, but otherwise it's about as analog as you can get these days.

And while I'm getting a little more personal here, maybe excessively so to be useful, I think there's a lot to be said for the appeal to young people of the rules light, exploration-focused, long-running, and sometimes deeply involved gaming that characterizes the neo-classical games I'm in now and that I see happening all over the place in OSR blogging. I know I wouldn't have gotten involved in D&D if all it was to me was an encounter a week at a local gaming shop. What interests me about gaming is the campaign, the world, the characters. Having this thing in my life that I go back to every week, and watching it evolve a little bit at a time. Because so much of my life is brief and fast and digital, there are times when I prize the slow, the involved, the difficult to reduce to a simple, forgettable formula.

But all that proves is that people like me exist. I'm willing to entertain the idea that I'm deeply weird in that preference, even perhaps when included amongst the older generation. Still. I look around at the folks I game with, mostly college-age or a little younger, and I see folks who are entranced by the things that make D&D "D&D" and not Baldur's Gate or Dragon Age. Many of them don't even play video games; these days I'm mostly in that category myself. I have better things to do with my time. Roleplaying is one of them.

Now, not all young people are like that, but D&D is never going to be a mainstream thing. The average kid is going to keep on playing World of Warcraft and Halo, no matter how hard we try to make tabletop games friendly to "the masses of tweeting, texting, facebooking teens who barely have time to sit still to eat breakfast."

But those of us who do continue to embrace roleplaying are doing because of its analog refusal to conform to the digital moment. Those teenagers and college students want something that's different from video gaming and the online, digital world. Just like there still are, and will always be, kids who read novels, play outside, and listen to vinyl, there are still kids who are going to be turned inside out and upside down by dice, graph paper, and good old fashioned D&D.

Monday, January 25, 2010

Failure Rocks!

I don't always agree with Alexis, over at The Tao of D&D. But today, is he ever on to something:
Yes, it is a major bitch that my character's constitution is so low that eight hours of marching leaves him so weak that he can no longer lift his quarterstaff, much less gather together the magical forces necessary to sweep his enemies aside - but I want my weakness, I want to have it to bitch about, to torture the other party members with, to insist again that we have got to stop and rest because my feet hurt! I'm not interested in running a perfect being. Powers are not the whole game - flaws must count at equal value!

Amen to that.

My DMs think I'm weird because I get all excited when terrible things happen to my character. And maybe I am weird. Sure, I like success as the next gal, but you know what? Getting captured or attacked by slaadi or brainwashed or whatever, it's something to play with. It's fun. Even if it's because my character sucks, it means that the game is focused on my character. When my character gets charmed, or ends up stumbling around exhausted because she hasn't slept in over twenty-four hours, it's something to play off of, to respond to, to deal with.

That's really what I care about. Not success or failure, but getting to play.

Saturday, January 23, 2010

Neo-Classical Mechanics: Leveling Slower Than A Gelatinous Cube

So in yesterday's post I mostly talked a bit about why I like long term play and the effect that it has on a game, and in the process I mentioned this idea that such play is a cornerstone of old school and neo-classical gaming. I don't mean that it's not possible to have an neo-classical one-shot, but long term play supports a couple of features that make those kinds of play styles really different from more modern styles.

The main thing I want to focus on for now is that it allows the campaign's style to coalesce, in a really natural way, around player interests. You have time to explore things and try out different ideas; the story can develop from random chance, player decisions, and spur-of-the-moment DM inspiration rather than being pre-planned. And, in particular, this style of incremental campaign design allows players to discover what they like as they play. They don't have to understand their own preferences well enough to be able to explain them to the DM as she's planning the campaign.

None of this is unique to neo-classical modes of play, but that kind of organic, improvisational development is a key feature of the kinds of games I'd describe in that way.

Now, part of my reason for saying that is that OD&D and Basic D&D are very clearly built for long-term play. The XP/level system assumes you're going to be playing for at least a half-a-dozen or so levels. It takes a long time to get to those levels. So to a certain degree I'm working backwards here and trying to figure out why those features are in the game in the first place, but I've also seen the effects of assuming long term play for long enough now to know a few reasons why building a system this way would be a good idea.

But those mechanical features are important, and they bring me to the point I'm trying to make in all of this: The ability to support long term play is an important feature of a lot of what I'd call "neo-classical," and it has some pretty serious mechanical underpinnings. The entire XP system of OD&D, the part of the game that makes it tick, is built around this assumption of campaign length. The rate of leveling. The number of levels. The way the power level changes as a character gains XP.

Not all systems support long term, open ended play. If it has a level cap that your players are geared to hit within a year or two, that's not going to work. OD&D does have level caps, true, but at a normal rate of treasure gathering its going to take your characters three, four, or more years to start hitting those levels.

Furthermore, if the power level changes really dramatically over the course of a few months or a year, then the DM either has to accept that the threats she assembles have a strictly limited shelf life, or that she needs to be willing to make things the party doesn't explore immediately level up along with them, which can create more work and damage verisimilitude. There's not quite so much room to wander around and explore different options, because if you don't handle something fairly quickly once you become powerful enough for it, it quickly becomes irrelevant.

And in a really good, long term, neo-classical kind of game, the players are eventually going to find something they like to do better than leveling. A huge part of the kind of campaign I'm describing is that eventually the players are going to find something to do that basically ignores the rules, and at that point, leveling becomes a distraction. Even, perhaps, a nuisance. You can use this to your advantage ("Do you go for the gold and level, or work towards a less-lucrative but more personally fulfilling goal? Dilemma!") but I have a strong suspicion that the reason leveling in OD&D is so hellaciously slow (besides just making it "mean more" when you do finally level, and the general old school philosophy of driving the players crazy) is so you can use it as a motivator in the early stage of the game, and then ignore it most of the time after that.

If that's where the game goes. Which is, when you get down to it, what this kind of play is about.

Friday, January 22, 2010

Doom & Tea Parties: Regular, Long Term Play

So the Doom & Tea Parties solo hit the one year mark this month. Sixty sessions, as of last night. If I'm counting right. Which I'm probably not--I suspect there's a duplicate log or two in there somewhere. But anyhows!

One year. My previous record for campaign length was about six months. Twenty-three sessions. And that was as a DM. (The group game is right around that mark itself now, and shows no signs of slowing down.) I don't have as good records on my time as a player, but I do know that the record there was rather less than that.

Appropriately, I'd been grumbling about this lack of campaign length around the time that Trollsmyth talked me into joining the game in the first place, which he did partly on account of my professed interest in the longer form.

It hasn't disappointed, for reasons that James Maliszewski articulated back when he started his Dwimmermount campaign (right around the same time as the solo game, in fact) and that his own campaign has since confirmed:
One of my growing beliefs is that, for old school gaming to work, you need to play not only consistently but also regularly. I'd venture to guess that one of the big reasons why old school play isn't as popular as it once was is because gamers meet a lot less often than they used to and because they don't stick with a single campaign -- or game! -- long enough to let it find its feet and properly establish itself.


Regular, long term play. I cannot possibly stress how much of a difference this makes to a campaign.

The difference between this game and my previous campaigns isn't simply length. Those other games started out with the understanding that they would be short; either someone else was planning a game that would need a turn within a few months, or the players simply wouldn't be available once summer ended. Doom & Tea Parties, in contrast, is open-ended. It will end, someday. The characters will die, or find another natural conclusion to their stories, and eventually Trollsmyth and I will have other ideas that we want to explore. But when it ends, it will end on its own terms. No external force demands its conclusion.

Again, I can't stress enough the difference this makes: the idea that the campaign can be as long as it needs to be. We've spent the last four months just setting things up, playing through two weeks of my character adjusting to a new environemtn while she anticipates Major Happenings (both social and quest-related) but without any particular pressure to get to those higher tension scenes, because we both know that they would always be there. We can take our time, and linger on the quieter moments that allowed us to lay some serious groundwork that will make those events, when we do finally get to them, really sing.

Furthermore, Trollsmyth and I have both noted that a few months ago the campaign started moving in a slightly peculiar, very social direction. (It's gotten even more peculiar since then. When I got into this hobby I never could have expected that one of my all-time favorite gaming moments would be a ten-minute conversation about what to do with NPC's hair, but there you go.) And I've mentioned that the time we spent in the dungeon was a big part of why that social, soap-opera-y style has worked so well.

But it wasn't just that we were mucking about in a dungeon. It was because we were mucking about in a dungeon and had no particular time limit, other than the amount of time we could devote to the game each week. There wasn't any particular need to clear the place within a given time, no particular pressure to hit any goals or milestones or even to "move the plot along." I had time to explore, wander into brief digressions about elven society, and really enjoy each particular moment of the campaign. As long as I was having fun with each individual session, I could fool around and figure out what I really liked doing. No time limits. No schedule.

And when my characters friends were kidnapped and she and another went to go rescue them, there was absolutely nothing to derail when I decided that, instead of immediately get back to work and move on to the next bit of the "action," what I really wanted to do was play through my character waiting for news. To have, in fact, the kinds of conversations that one has at the beginning of a relationship -- granted, a relationship between "a dwarf who'd been transformed into a nixie and a human cleric," but that's what made it D&D.

Which is the kind of thing that I'd been thinking about doing for at least a few weeks then. I liked several of the various NPCs that populated the game, and knew just enough about them to want to find out more, but I'd never done anything quite in that vein, so it took some time to find the appropriate opportunity to just slow the game down and talk. If I had been paying more attention to those constant distractions of keeping the action moving and gaining XP -- if I hadn't been sure that we'd be able to (or attempt to, anyway) rescue those friends and then move on to explore the results if I took too much time up with other pursuits -- I might never have tried it at all.

Saturday, January 09, 2010

Hirelings, the Sandbox, and You

This latest discussion of sandboxes (to which Monsters and Manuals has also chimed in) has gotten me thinking that one really spiffy way to facilitate player choice and player driven adventuring is through choice of henchmen. By which I mean: having hirelings come with plots attached, or with interests and abilities that affect how the party goes about picking and handling problems, are both a lot of fun, and giving players enough information about those plots and abilities when choosing hirelings gives them another way to affect the style of the game -- as well as a way to signal to the DM the kinds of activities that they're interested in.

The "skills and interests" thing is one that's come up a lot in the Doom & Tea Parties solo, partly because most of the adventuring party is NPCs so they get a lot of involvement during the planning stages. Usually my character asking them questions, but still, the interests they have colors their information.

I picked out the party's sorceress specifically because I was interested in at some point going to Fire and she had been to and knows about Fire, so that's an obvious one. More interesting, though, is the effect that having two clerics of Uban in the party has had on the campaign. That had been my initial thought for my PC, before I decided I'd do something I'd never done before and run a dwarf, so that was the first NPC I hired, and then shortly thereafter we rescued another from goblins.

Uban being the god of knowledge, what this basically means is that I had one guy happy to explain elven iconography to me, and another who knew useful things about adventuring, and accordingly made fun of the first. Which for someone whose ideal game is basically a mix of fantasy anthropology, dungeoneering, and social hijinks was pretty much awesome.

That particular configuration mostly fell into place on its own, but party management in general -- both picking who to take with me in-game, and talking with the DM about how I find most interesting out of it -- has been a pretty powerful tool for me to control the game's direction and style. Which is really what a sandbox game is all about: giving the player's control over the game's direction without sitting down and talking with them about what they want. The latter is all well and good, but I'm increasingly of a mind that letting people figure out what they want out of the game as they're playing it has its own perks.

Friday, January 08, 2010

Riffing Off of Rogues, Sandboxes, and Themes

If you aren't reading Playing D&D With Porn Stars then you are missing the heck out. Brilliant stuff about Rogueish Heroes vs. Upright Heroes and their behavior in sandboxes:

In other words, whereas a villain confronted with a sandbox world will immediately start generating ideas, Upright Heroes (typical heroes) need a plot. Without the bank robbery, Superman would just endlessly circle Metropolis, then go to work at the Daily Planet. Without the whole problem with the Ring, Frodo would just sit and hang out in the Shire forever being wholesome and loyal and sipping tea. Without fires, firemen just hang out in their firehouse, Ever Vigilant, playing cards.


I'm sort of a sucker for structural analysis of game behavior like this, but this is something that I've definitely seen in the Doom & Tea Parties game. My character in the solo game is actually pretty stand-up -- she's in the middle of a save-the-world-quest right now, sort of -- but she started out with just "I want gold for personal background reasons, and because dwarf," added "What exactly happened to the elves who used to live here?" and "My friends are in danger!" along the way, and got involved in the world-saving business in the process of following those goals. Because we started out working on other things, the she's now trying to save the world in a way that's very particular to her and interesting to me.

The thing that makes this work really well with Trollsmyth's game is that nothing in the setting lines up into Good Guys vs. Bad Guys. On a large scale, there's "the folks who want to make the world a better place but maybe have their own motives for doing so" vs. "the folks who think that 'making the world a better place' is crazy and dangerous but maybe have their own motives for working against it," and on a small scale there's a bunch of folks with their own particular things that they want out of the situations they're in. Some goblins you meet while they're torturing people for fun, and some goblins you meet while they're hunting spiders.

Which means that even if I'm going to play a fairly stand-up character (And I'm evil enough in real life that I usually end up doing that, just for a change of pace.) there's still a lot of decisions to be made and flexibility to be had in figuring out exactly what "stand up" means. Do I hire on with the priests to wipe out the murderous, troublesome pirates and make the seas safe for honest folk? Or do I go warn the pirates about the obnoxious, slave-taking priests?

This does mean that I spend more time than I would in a lot of games thinking about things like "what's the right thing to do?" and "how should society be organized?" (Though the latter is because I'm weird, not just because of how Trollsmyth runs things.) Which is all kinds of fun for me, but isn't what everyone wants out of game, and isn't even what I want out of every game--sometimes a girl just wants to goof off and steal things. But it does make for a pretty powerful, involving, and player-driven game.

Wednesday, January 06, 2010

Old School: The Feeling is Fear!

Toth of the Emergence Campaign Weblog posted a really interesting analysis of combat in RPGs, with an eye towards addressing the question of how complicated your combat system needs to be. The quote that caught my eye:

The most boring fights are the ones where you know the outcome already, or where you’re almost sure to win – but you have to grind through it anyway. For them, you want a quick-and-simple combat system. The truly satisfying part of fights like this lies in the characters having worked hard to find a way to turn a potentially-deadly fight into a near-certain victory. Doing it for them – the “Balanced Encounter” philosophy – will quickly get boring. Phony risks are only exciting for so long.

Obviously this ignores the fact that, for some people, the simple acts of optimizing a character and making decisions in a tactical, rules-bounded environment are fun, much like spending a couple hours chatting with a cleric and a rakshasa about boys is fun for me. But I think it's an interesting point that a game that does have a big focus on both tactical combat and character continuity is going to have to deal with the fact that at least some of the game's danger is artificial danger. More importantly, he lays out a pretty thorough case for a combat system that does get the heck out of the way, for those of us who either aren't interested in tactical experiences or get them from other kinds of games.

And Zachary the First had some over-lapping thoughts yesterday, on The Lost Art of Running Away. He covers a lot of ground in a short post, pointing out that part of the reason running away is "lost" is that a game with too much running will get really obnoxious in short order, and that for a certain kind of game running away defeats the point, but I have to agree when he writes:

But if you’re playing in a sandbox/exploration/dungeon crawl, the goal isn’t to bravely die on the 4th level of a dungeon fighting bugbears who will eat your corpse as soon as you drop. It’s to survive, become more powerful, and get out with what loot you can while avoiding any more potentially lethal situations than are strictly necessary.

After all, I've said similar things myself, in talking about why the sense that death is always just around the corner can make a game awesome.

What this all sets me to thinking is that focusing on the outcomes of fights rather than the experience of playing through them and being afraid enough of those outcomes to occasionally run away are largely a result of the way a rule-set handles combat. Make combat into a big fun deal and the players won't run away from fights, because fights are what they're there for. And running away -- making the decision that a particular foe is too tough for you to handle right now, and backing off to prepare, bring allies, or find another way to your goal -- is fundamental to any game that I'd call "old school" or "neo-classical." That label isn't entirely a mechanical one, but it has some pretty significant mechanical requirements.

Tuesday, January 05, 2010

7th Sea: New Campaign, New Character

At this point the Erin's 7th Sea Wave game has been running for about a week now on Wave. Trollsmyth and made characters who had met up before the game got started proper so we'd been playing a bit before Christmas, testing the waters, but the game didn't really get started until December 30th.

Things have been, well, rough. Fun, yes, but there's been a bit of friction. That's normal for a new campaign, particularly for one where the players don't all know each other and haven't all played with the GM before, but the period of adjustment can still be awkward, even if you're expecting it.

A lot of it, honestly, is a side-effect of Doom & Tea Parties. That game going for a year now means Trollsmyth's been my DM for more games than probably all the other DMs I've played with combined. (I game a lot, but the campaigns I've run tend to be short and the campaigns I've played in tend to be shorter. I've had probably eight DMs in nine years of gaming, and run a lot more than I've played.) Which means that I have a lot of habits and expectations and things based on the particular style of that campaign. And Doom & Tea Parties is weird. I love that game, but the ideas it's given me about how I should handle in-game situations, and what the results of various actions will be, don't translate to every game, and it's caused a couple spit-takes on my part when Erin has done something that reminds me, oh yeah, new GM. Not to mention that Labyrinth Lord is not exactly the same rodeo as the drama dice slinging 7th Sea. So that's an on-going adjustment.

But that's part of why I signed up for the game in the first place, so I'm not complaining. As you may have noticed, one of the things I like to do is try new kinds of games and new styles of gaming, so I'm looking forward out of getting shaken out of my rut a little bit. It's a fun rut, and I'm not planning to abandon it permanently, but I could use a little vacation now and then.

It also doesn't hurt that my character, Alasdair the Highland Marches (read "fantasy Scottish") Pirate, rocks, and I'm having all kinds of fun playing him. I put a somewhat ridiculous amount of work into developing him pre-game (1000 words of character background and another 400 of physical description, way more than I would have even considered writing a year ago) and so far it seems to have paid off, giving me a lot of things to riff off of and interesting reactions for him to have. I'm particularly happy with the relationship Trollsmyth and I sketched out and are playing with between our characters -- recently re-united half-siblings, which has produced quite a bit of banter and continues to keep me amused.

He's the first male character I've ever run, which is an interesting challenge that I'm not sure I'm quite meeting yet, and something that I have wanted to do for ages but never did -- first because we had a rule against cross-gender play for a long time in my high school group, and later because I'd seen some cross-gender play at the table and decided it was too confusing to be worth it. In text, though, it works.

So that's where that is. Early in the going of it, but promising.

Friday, January 01, 2010

2010 New Year's Resolutions

There's not as many this year as last, but honestly, I'm trying to be a little less hyper and spastic than I was when I made that last batch. I got a lot of things done this past year, including a lot of gaming, but much of that gaming turned out to be different lessons in what I don't like. Which is good, and I gave a lot more thought to my play style and what exactly I like about and in gaming this year than I have in years past, but in 2010 I want to narrow down a little bit and really get involved with those things I've identified now as Stuff I Like.

Go to GenCon
This one should be pretty simple, but it's something I've been meaning to do for the past two years now without ever quite putting in the effort to make it happen. I've already got two members of my road trip posse confirmed, money tucked away, and arrangements made to borrow a car, so that's in progress. I also have a couple extra goals for once I'm actually at GenCon; while the list will no doubt grow over the next seven months, it currently includes bringing a revamped megadungeon binder ready for play, and in no way mentions getting revenge for all the horrible things Trollsmyth has done to my character.

Read 15 Fantasy Novels
Another easy one. I got a few read over last summer (the first two Pern trilogies, to be precise) but if I can get started before August then I should have no problem beating that number. At the moment I've got my eye on the Kushiel series, and the rest of the list is mostly romantic fantasy, since I missed that all during my teenage years, but I'm also going to see about getting a little pulp fantasy and sword and sorcery in there. (And to that end, a book of short stories officially counts as a novel.)

This is really two resolutions in one. First, I just want to read more, period. But I also spent pretty much all of high school reading science fiction -- and mostly Golden Age and hard SF at that. It's time to move on.

Blog About Every Game I'm In
This year I'm going to make a point of writing about the games I'm running, playing in, and planning. I do a fair amount of that on the blog already, but this year I'm want to do it more consistently and organize it better. The other day I was going through the archives and thought to myself that it would be cool to have a better record of the gaming that I'd done last year, so that's what I'm going to do for this year.

I won't be doing a write up of every session that I play, if only because there's no way I'm going to start doing that for the solo game, and Erin's 7th Sea game doesn't have sessions per se, being play by post. But at least a monthly check-in should be reasonable for all the games I'm in right now, just to talk about what we're doing, why it's cool, what it's got me thinking about, and what's working or not working.

Let Someone Else Run This Year's Summer Game
This one may be tough, because I'm a compulsive planner of campaigns and I've got at least three ideas right now that part of me is dying to work up and run this summer. That's when the high school crowd gets back together for our annual three or four month mini-campaign, and I've run both of the ones we've had so far. This year, I'm going to leave the field open for someone else. I haven't ruled out encouraging someone to run something, but I'm not going to do it myself.

I've got a couple of reasons for this. The big one is just that I've got a longer-term online game in the works and I don't want to take my eye off of that. It's also been a while since I played regularly at the table, and partly I just want to give someone else a turn. I'm a little worried that if I don't run something, no one will, since as I mentioned I'm the compulsive game-planner in the group, but even if that's how things work out I've still got Doom & Tea Parties and the brand-new 7th Sea Wave game to fall back on.

Finish, Run, and Publish my Social RPG
I haven't written about this much yet becaue I'm superstitious that if I write about it too much before it gets done, it won't. Essentially, I'm solving the problem of what system to use for my next campaign by building a neo-classical RPG about social interactions. The "publish" part may be a bit of a stretch, but as far as I know there's nothing out there quite like what I'm working on, and it's not a bad spot to shoot for even if I'm not quite sure I'll make it.

Wednesday, December 30, 2009

There's a reason our game is set in an original wacky fantasy land, and not in any attempt to recreate an actual historical era.

Members of the public who find themselves curious about those chat games I'm always rambling on about shall note that Trollsmyth has written up a second State of the Campaign covering both in honor of the end of the year.

The public shall further note that Grognardia has just published a missive that can only be described as a vile and untrustworthy slander on the style of play that Trollsmyth and I and the other good folk of the Doom & Tea Parties game have heretofore enjoyed. What other motive than base treachery could he have for the following?

Granted, this isn't a fault with Oriental Adventures itself, but it's very much a product of a gaming culture that conflated immersion with roleplaying and thus promoted the accumulation of reams of social and cultural details as necessities for "properly" roleplaying. It's not an approach I've favored in some time and I don't miss it at all.


It's almost as if he means to imply that there's something wrong with spending several hours discussing, in character, the courtship rituals of the various creatures and cultures that populate the milieu.

In all seriousness--it's good to be reminded, every so often, of the weaknesses of one's chosen style of play, and the ways it can go wrong if handled poorly. Just as, say, more pure dungeoneering is often slandered as inevitably devolving into nonsensical powergaming, the kind of game that I currently find so engrossing can easily take a turn towards navel-gazing alpha-nerd one-up-manship. (Though apparently I have not escaped an infestation of en dashes. Curses and lamentations!) Perhaps more importantly, someone who likes a more freewheeling, whimsical style of play would get just as bored with Doom & Tea Parties as I would with a game where the main difference between various gods was the name I wrote on my character sheet and the particular peculiarities I imparted upon my cleric.

But mostly what I worry about is the alpha-nerd thing. Thus the quote from Trollsmyth: "There's a reason our game is set in an original wacky fantasy land, and not in any attempt to recreate an actual historical era."

Monday, December 28, 2009

Someone, Somewhere, Has Already Done This, and For That I Salute Them

So what with Wave being the hot new thing, and smart phones being the other hot new thing, the thought occurs to me. With a game of D&D or what have you run on Wave (or, honestly, any PBP platform, but I'm currently enamored with Wave as a PBP platform for reasons of ease of set-up, interface, and flexibility; we'll see what I think once the 7th Sea game is in full swing but early tests look good) and a mobile device with internet access, one could conceivably play anywhere, all the time.

Screw animated miniatures and digital dice rollers. That's the technological revolution I want a piece of. No matter how bad of an idea it will inevitably turn out to be.

Sunday, December 27, 2009

2009 New Year's Resolutions in Review

I posted my original list of New Year's gaming resolutions towards the end of last year. Now, we get to see how I did, both for my own edification and as a part of this month's RPG Blog Carnival.

8. Pick up a copy (or two) of Fight On!
Success! I've got 1-4 now, in fact. I don't have plans to pick up the rest that are out yet, but that's mainly because I don't have any old school D&D campaigns currently in the works. Next time I run a dungeon or similar, I'll see about picking up the next batch.

7. Post a little more regularly
Failure! No matter how you measure it, I posted less this year than I did last year. Which, honestly, I'm fine with. The blog does what I want it to.

6. Train a new GM
Success! At least by the specific wording of the original resolution: I got boytoy to run a couple sessions of Swords & Wizardry. He hasn't run much since the bat incident, but we keep talking about trying Mutant Future sometime.

5. Read a few Conan stories
Failure! In the specific wording of the resolution, anyhow. I read no Conan stories this year. I did, however, read a bunch of Solomon Kane stories, and the first two original Pern series. Which is really what I wanted, just to read some more fantasy.

4. Write up a megadungeon through 3 levels
Failure! But, again, only by the specific wording. See, what happened was, I filled out level one and got a start on the maps for level two and I said to myself, I said, "Gee, I bet I could run this thing now for the gang." Which I did, with excellent success: a few solo sessions for the boyfriend, another for part of the Traveller group, and then again a couple times over the summer. I never did get around to finishing up all three levels, but I accomplished the spirit of what I set out to do.

3. Finish my Traveller Subsector
Failure! Unless by "finish my Traveller Subsector" you mean "run a Traveller campaign," in which case, again, my performance was perfectly adequate. The dang thing still isn't finished, per se, and probably won't ever be. But I scratched the Traveller itch.

2. Play in a campaign
Success! In a way I absolutely could not have imagined back when I wrote these down. Less than a week after the original post went up, Trollsmyth started recruiting for his Labyrinth Lord game, talked me into playing in it, and, well, now I play in two pretty fantastic weekly games of Labyrinth Lord, and I've just finished a character for a soon-to-start game of 7th Sea on Wave. It's awesome.

1. Run a campaign
Success! I knocked this one out with two campaigns and a couple extra one-shot sessions here and there. I ended up being less than pleased with the results of those campaigns, but I learned a fair amount, and I've got a much better idea now of what kinds of games I want to run and how to run them well.

All in all, not a bad year. Four definite successes and another three satisfactory failures sounds pretty good, from where I'm standing. Enough so, in fact, that I've been putting some thought to what I'd write on a list for this year. Stay tuned.

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.