lategaming

Staying up late. Doing the gaming thing.

Keeping track of time

GM, In-Character 1 Comment »

One of the more challenging aspects of being a GM is ensuring the game world retains its believability. Mature players (by this I mean anyone who role-plays, rather than someone who plays a one-man-army war-game) demand a world in which things happen much as they do in this world–all actions have consequences (some of which are unforeseen), and much more is happening in the world than what the characters see.

Part of creating this illusion is of course in your world building, but an equal part is time management–keeping track of all the events that you have planned to happen, and making up new ones based on the actions of your players.

One method I’ve used to do this is a simple table of time/characters. With time along the top of the table and characters (including PCs and NPCs) down the left, it is simple to prepare before the start of a session by jotting down what the NPCs will do assuming the PCs do nothing. As the session progresses, you can modify that based on player activity. One thing to be careful of is the linear nature of a table can lead you to linear thinking on the part of the NPCs. This might sound dumb, but having a table like that will literally encourage you to think within the box.

Another method I’ve used is more like a traditional brainstorm–bubbles with text associated with arrows. This means you can keep track of NPCs actions (and even non-action things like desires and intentions) in more of a flow-chart. Drawing new lines of association between bubbles as different events occur to change the landscape means that it’s more likely that things will be less linear. However, little bubbles scattered over a page make it harder to keep track of the times when events are going to occur.

Finally we get to the method I currently use, which is a mash-up of the two. I use bubbles to note down events and ideas, and a table to tell the order in which they will happen and did happen. That way the game flows freely, I can make notes quickly and still tell where everyone is at any given time, and when the players are talking among themselves I can update my table as I go.

I’ve found that having the bubbles makes it much easier for me to think up sub-plots and micro-plots on the fly, and to ensure that the characters that are relevant to that plot are available at the right times to be involved.

Marvel Super Heroes Saga

Commentary, Review 1 Comment »

Both of us at lategaming are fans of Super Hero games. For Matt, it’s because he misspent his youth reading comic books. For me, it’s because they’re the pinnacle of escapism, and one of my favourite campaigns I ever played in was a supers game.

In this supers game, we used the old Marvel system (not the old-old one, the one after that). Matt was the GM at the time, and his reason for choosing Marvel (when not playing in a Marvel universe) is that the system is very simple for resolving things, keeping the game fluid, and reducing the rules-lawyering or number-crunching which can plague other games (*cough*DC Heroes*cough*).

(Incidentally, we were talking the other day (again) about how all role-playing games are essentially super hero games–you have a character who probably has fairly broad strokes of personality (at least initially) and who has some kind of abilities which makes that character stand out from the crowd. Think about it: Vampire, D&D, Ars Magica, SLA Industries and so on ad infinitum. They all give you special powers and let you wreak havoc.)

So, when I first heard about the Saga system, which used cards for resolution in an effort to reduce the rules and numbers and promote role-playing and storytelling, I thought this was going to be excellent.

Enough rambling, let’s discuss some nitty-gritty. The game was actually published in 1998, but often that doesn’t mean much in the RPG world–I hadn’t even heard of it till last week. It was released in a boxed set (as were all the Marvel games) that comes with two books: one for rules and one with Marvel character stats in it. It also comes with a deck of cards that are used for all the resolution in the game.

The books are colour-covered but black and white on the inside. My first gripe with the game is that the font is some kind of Comic Sans-derivative font, which is incredibly hard on the eyes for reading long stretches of text, and of course should be banned. I think it’s acceptable in a comic book because those books are hand-drawn, so why not hand-written? In any other book, it smacks of amateurism. The cards that come with the game resemble those you might find in your average collectible trading card game. Full colour images of comic book heroes, with various semi-cryptic numbers and symbols wrapped around them. Having only black and white on the inside doesn’t bother me - this was after all in the age before the rise of very cheap digital printing.

The system itself is … interesting. You hold a certain number of cards in your hand at any given time (somewhere between 3 and 7, with 4 or 5 being normal for the X-men level characters). These cards are your hit-points (you discard cards when you get wounded), your dice rolls (they have random numbers on them which you use to determine success or failure) and your character/hero/karma points (i.e. using them in a particular way allows you to affect things more than you normally would be able to do). Having a hand of cards is a bit like saying you have five dice rolls to choose from each time you want to resolve something, and when you use one of them you have to roll that dice again to bring the total back up to five.

The cards have five suits. Each one is a different colour, is based on a different stat, and is named after a different Marvel character who exemplifies that stat. Resolution is as you might expect: take an ability/stat/skill/power and add the value of the card to beat some target value. The more experienced your character is, the more cards he/she can play at one time. The different suits also function as trumps for their relevant stat, so playing a “5 of Agility” from your hand for an agility based action allows you to draw a card from the top of the deck and add that to the total (and continue to draw and add for as long as you continue to draw the same trump suit).

One suit (Doom/Dr. Doom) has the added drawback that the GM (or Narrator as he’s known in this game) gets to keep those cards and use the numbers on them against you at inopportune times. This is a nice little thing the players have to keep in mind when they play those cards.

The downside of the cards is that they are completely relied upon for resolution of everything (even things like the weather, if you want). So what happens if you lose some or all of them? It’s not like dice where you can just go buy a new set. Perhaps in 1998 TSR planned to make the available to buy, but eBay is about the only place you might find them now. Also, I found the rules at times difficult to understand, but that could be just because I haven’t yet played it. Reading them didn’t make them become clear, and the examples they gave just served to muddy things even further.

The game is clearly intended to be used to play in the Marvel Universe, and with Marvel characters and a large number of the most popular are included in the Roster Book. The game itself is light on source material–it expects you to read the comics (or possibly some supplements) to fully understand anything about the universe or the characters. There’s no history or timeline as you might find in other game settings. Perhaps it’s naive of me to think that it might be necessary for those of us who haven’t read all the Marvel comics since the 1960s.

Character generation is fairly simple, but relies heavily on GM adjudication. In fact, the system is intended to be used to generate those characters that weren’t quite popular enough to be included in the Roster Book but that still feature in the comic books. It even goes so far as to say “bring the comic book with you to every session, so that everyone knows what your character looks like”.

In summary then:

Good

+ Cards are a neat idea
+ System emphasises roleplaying

Bad

- Cards can get lost/damaged and aren’t easily replaced
- System wasn’t easy to understand, examples even less so
- Lack of background info not so good for people who don’t read a lot of Marvel comics
- Bad font choice

Overall score: 3d6 (out of a possible 6d6)

If I played this game a bit to see how well the system actually worked, this might go up to 4d6.

Welcome to the new LateGaming site

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This is more or less what LateGaming was meant to be.

The origin of the name was because we always started a gaming session by turning up between 7 and 7:30 pm. Then we’d settle by 8 pm and finish up gaming at 1 am. That was when I lived within walking distance of the game or when I was driving. Before that gaming would end at 10:50 pm to give me a chance to rush round to the train. When I moved up to Belfast it was a lot easier. I’d spend hours and hours just chatting to one of my housemates about stupid gaming-related topics. This was around the time when petrol stations started staying open all night meaning that we’d often take a walk round there to get milk for my coffee (Jeremy had, by this time, eschewed both milk and water in his coffee, preferring to just chew the grinds…)

So, in essence, it’s about being able to stay up late and play the games we love to play. It’s also about being able to tell stories about past games in order to learn something from them. We won’t bore you with “There was this one time, in AD&D….” stories. We’ll just give you ideas for your games which we found worked well for us.

The Big Change

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With the change of LateGaming from an old-style static site, to something a little moe dynamic and, well, content-filled, we have some administrivia to take care of first.


Testament
“and one day, it was the end of the world. who knew? one day you wake up and well…you don’t wake up. it’s over. goodnight gracie. but then, what are you still doing here.”
You can download Testament here.


Creed
“something big is going down and you’ve got a ringside seat. turns out the world is ending and people who summon demons, people like you, people like me, are in deep shit.”
You can download Creed here.


The other LateGaming games might make it out the door…

As for Crucible Design games, you can likely get hold of them from Key20. So I’m told.