lategaming

Staying up late. Doing the gaming thing.

‘Culture Games’

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Back last year we wrote a ‘popular’ post about the top 10 roleplaying games of all time. In the post, I did explain my preference for culture games but also lacked to really talk about the concept. In thinking about it on the way to work this morning (driving is relative downtime), I figured it would be good to examine it due to some things that were said last night over iChat. Some of this discussion may end up contradicting myself even within the relative safety of this post.

By a ‘culture game’, I mean a game where there’s a component of learning about the culture as well as the opportunity to play non-combatant characters. It’s a game where people might talk about the richness of the setting or the feelings it evokes when they play. Part of this will be the game materials itself, part of it will be the player imaginations and part of it will be the style of the GM.

Just to muddy the waters, I’m going to discuss this in terms of the amount of culture I perceive the game to have. It doesn’t matter if the game is mainstream or indie, that’s not invquestion here and indeed, many indie games which are popular I would not describe as culture games specifically.

It’s also important not to fall into the trap of thinking that Low-Culture = Bad and High-Culture = Good. That’s not the case at all. Most of the difference is that I can probably get a Low-Culture game running very easily and find players for it without much issue. In comparison, finding players for a High-Culture game can often be impossible.

Low-Culture
The first gut reaction here is any game where Combat is the main thing. I’d hazard Cyberpunk, SLA Industries, Marvel Super Heroes (in any incarnation), Mutants and Masterminds and pretty much any incarnation of games from White Wolf or any of the D&D settings (yes, there are exceptions but they’re outliers to the rule). Most of the d20 line in fact has ‘genericised’ the settings so much that it’s hard not to feel like a fighter or magic user that’s rolled off a production line. Some of the games have such strong archetypes that it’s somewhat fruitless to soften them up because you end up playing an archetype or something that feels deliberately unlike an archetype (which is a cliche). I include Marvel Super Heroes here because, unless you’ve been reading comics for the last 50 years or so, you’re not going to get a real feel for Marvel (and to a degree this counts for most settings based on licensed material).

My worst experience with this was with D&D. To a degree this feeling of being a ‘generic adventurer’ is the fault of the GM who introduced us to the campaign world by giving us a blank character sheet and the Players Handbook. No real notes on the world, the culture, the towns and cities, how society feels about wandering mobs of ruffians armed with weapons and magic (the player characters). In short, the stuff we should know from living in a world for a score years or more.

I consider Call of Cthulhu to be low culture but find that the players who play it tend to refer high culture. I am lucky to be in a gaming group with Cthulhu experts - they spend a lot time on Yog-Sothoth forums, they have played pretty much every module and read pretty much every scenario and background. They order the monograms. In this way the players and GMs bring culture to the game and you’ll find there are games which may be, on the face of it, low culture but which have broken free of that definition due to a particular setting, a particularly good GM or a set of players who want a certain type of play. The conclusion there is that it’s possible for players and GM to bring culture to a game.

High Culture
I’d be rightfully accused as a Culture-Snob in truth. These are games where the game is designed with a copious amount of information and great depth within. There’s a difference, of course, in these games. Some, like Tekumel and Glorantha, have vast amounts of content provided for them. Some, like Skyrealms of Jorune, have relatively little. But the feel of the game is to embody a rich and diverse background where just wandering down the street provides inspiration and adventure. Where you can have as much fun roleplaying buying your new uniform as you can hunting down a rogue Ahoggya.

In fact, in these games it’s my experience that it’s hard to have a ‘bad game’ because the opportunities for the players to direct the story are so much greater. This isn’t an ‘indie’ thing where we have to outline our confrontations and desired outcomes and bend the story, through shared participation of multiple GM-like figures to a crescendo of story and personality. No. This is just that the background is so interesting that there’s absolutely no need to think of a plot because the players tell you what they want to do. Ars Magica is perhaps one of the best examples of this as it gets to a point where running a game is just fielding questions and playing roles rather than providing plot. The players run with the plot themselves. The Magi want Vis so they get their grogs and companions to find it. They drive the plot forwards. Likewise in Tekumel, there’s so much to do and see (including trying not to get impaled), that you want to experience it all. I find this with Glorantha (though the source materials are harder to get) that there’s a hundred rich cultures and very few of them are Western European Mediaeval (which Ars Magica covers very well, thanks).

So if I prefer High-Culture, why have I been playing Delta Green, Cthulhu by Gaslight and why am I intend to run Godlike for them?

Firstly because there’s a large component of ‘fun’ made up of having the right players and the right GM. If everyone wants to play the game then it’s fun, right? It doesn’t matter if it’s a D&D dungeon crawl with inexplicably large monsters behind small doors, if you’re having fun then it’s all good. And that’s why we’re doing this.

Secondly, many culture games are not particularly accessible. They’ve not done well in the market and therefore tend to go out of print. It’s no wrong things that the vast majority of gamers want to play something with a little less depth. Being handed a large folder of source material for your culture alone and seeing another player getting a similar folder for a different culture can be daunting.

Lastly, it can be very hard to match the expectations of players. Some Low-Culture games have copious amounts of source material (Witness the amount I’m massing for running this Godlike game) and some of the players you have might have read a lot around the subject. Ask them about the pitch of the game. Do they want it to be authentic or ‘four colour’. Ask them if they have recommendations on source materials. Being loaned books from your players to help you get a feel for the type of game they are interested in is a big help.

For example, with this Godlike game. Do they want to play a “Saving Private Ryan” game? A “Band of Brothers” game? “A Bridge Too Far”? “Where Eagles Dare”? Using these ‘popular culture’ references we can meet their expectations and provide a lot of background and setting material to what would otherwise be possibly a very dry game.

My group are also fond of copious handouts. That’s a new challenge.

Prepping for a game

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I’m a little intimidated by running a new game. I’d like to run (and by all accounts the guys would like me to run) Godlike. Something about giving it to the Boche really motivates them and it’s be nice to play a game where we have an easily defined baddie.

Among other things this will mean not running a game in my ‘Watchtower’ universe which Gavin and Aidan have played in the past. Watchtower is the amalgam of superhero gaming from a long time ago. In this world, the Horror has been defeated under the sea in the Eagles base three times, the Holy Grail has been quested for twice, a giant robot has been stopped from trashing downtown Miami by the Zombie Squad who also led a nameless horror from a million light years away, a million years ago to Earth, a UK government team called Zenith was massacred by an assassin about two years before the strip in 2000AD started, a team based in Colorado nearly lost half their team fighting a weather-controlling teenager and in San Francisco and New York, members of the Watchtower fought valiantly against their own hubris and some vampires as well as the formation of the first superhuman incarceration directive.

So, this goes before all of that.

We’re planning to play Godlike.

I don’t know much about World War 2 so this week I’ve been tracking down movies and books which will hopefully fill me in before the guys I game with (all arts grads with a lot more time to read books during their formative years and a lot more interest in non-fiction) lambast me for being relatively ignorant. I do feel a little intimidated because especially in recent years I have become progressively less well-read as I just don’t have the time. That must change.

I’m going to survive on a diet of WW2 films for a while to whet my appetite and then grab some Osprey books on the period and place for the setting. It will, of course, horrify me how much I don’t know in comparison to my peers.

But we have to start somewhere.

5 ways Science can bring us Zombie Plague!

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Of course, it has to be from Cracked.com. Go look. Now.

Run out of plot ideas?

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LifeOptimiser covers some of “the best books of human civilization.”

It beggars my belief that someone may not have a plot to mind much like I find it hard to believe that an artist doesn’t know what to paint or a programmer what to write. I suppose that because I neither paint nor code, I’m filled with inspirations on what to paint or code.

Funny that.

One Sentence True Stories.

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A few months ago I posted on Six Word Stories here and here and on One-Sentence Settings here.

Similar to PostSecret comes One Sentence

Some of them are just….fantastic.

Episode Seven: 28th October 2000

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“This is Kitty Thoreau for LCI News Dakota in a prefab cabin built by the newly inaugurated WatchTower New York. What are they doing in Dakota? Good question and something we’ll answer after the break.”

RASA Fashion, the leading bespoke tailors are now touring the Dakotas. Call 1-80-555-5555 to find your nearest store.

melissastark.png

“We’re back with more news on the WatchTower. We’re not in Dakota which is one reason - we’re suspended a mile above the Atlantic coast while WatchTower New York takes steps to clean the terrible environmental disaster caused by an unidentified superpowered terrorist. To pull this herculean effot together, they’ve pulled in technical staff from Torus Research, a leading edge technology corporation and using technology licensed from the UK-based Prodigy Corporation.

The amazing thing is that this building was created from the air by Balance, the leader of WatchTower New York. We’re currently being held aloft by Yellow Fist, the superhumanly strong scrapper who provides WatchTower with much-needed muscle. I’ve been talking with Indigo, the wearer of the Torus Research prototype “Rescue Suit” designed to help locate and rescue people in danger and two senior technicians from Torus; Mikey and Pete. I’m told we also owe some thanks to SkyCrane who is acting as a forward observer ten miles up.”

[She pauses and walks around the prefab, pointing at the individuals and the equipment]

“This device, dubbed the VacScoop, is removing all of the pollutants collected on our nations beaches and removing them, dumping them into deep space. The process of cleaning all the world’s oceans of 90% of pollutants is apparently going to take less than 12 hours. The question this journalist has is: Why hasn’t anyone done this before?

[she pauses and the sound goes out]

“I’ve just been told we’re going to teleport to the Indian Ocean, on the other side of the planet, to continue this work. I can really see this being a viable alternative to aircraft flights with instantaneous travel, no risk of deep-vein thrombosis. Yes, it can send you to the Bahamas but you have to purchase your ticket 30 days in advance.”

[she grins an award winning smile]

“Just joking folks, this advanced tech is still in testing which does make me a little nervous but it seems to be working fine.

Just so we’re clear: we’re saving the world here….on live TV….”

Episode Six - 28th October 2000

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The team was immediately dispatched to intercept the intruder who seemed to be a humanoid waterspout, heading towards the land. Debate ended fruitlessly with the humanoid who called itself “Ocean” and a short battle ensued - Yellowfist, Balance and SkyCrane providing the muscle, Psiren and INDIGO the recon. Eventually a psychic targetting from Psiren enabled Yellowfist to strike at the source of the ocean manipulation, knocking him out.

The episode ends with the team holding onto Ocean and wondering what to do with him. If they turn him over they know for sure he’ll disappear into the depths of Fortress, never to be seen again. And what’s to be done about the several thousand miles of pollutants along the shores of North America?

Episode Five - 28th October 2000

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“Any other business?” was the last words of the meeting spoken before the polished teak of the conference table began to dribble onto the floor into a congealing mess. The wood grain, melting and flowing like and oily slick. The assembled team, everyone minus Balance, had the same word on their lips “Balance”…the marble floor of the conference room began to sag and spill into the basement below and even the walls of the room seemed to curve inwards as if the massive weight of the building was pushing down upon itself.

The effect began to fade as soon as it appeared with only two notable clues. Both, impressions of some of the Ten Commandments, appearing on solid surfaces.

Balance returned to the WatchTower to find the place in disarray and assisted the technical teams in reshaping the walls and surfaces back to what they should have been. He had to endure some interrogation as he was not only the solution but the prime suspect. It was apparent however, that the WatchTower was under attack.

And it was not over, either.

As soon as the last block of marble was fixed, there was another attack. This time a series of bursts of psychokinetic energy which caused a constant 1 mm/sec movement of nearly everything within WatchTower. There was more prperty damage as fixed objects tore free from their housings and every few minutes there was a massive burst which smashed wood and bent steel.

Still under attack, there was a more pressing concern. Reports of sewage and pollutants washing up on shores across the eastern and western seaboards had been a minor news story earlier and Red Shift had investigated. Now it was the most important thing as a humanoid figure was spotted at the edge of the pollution belt, heading for the Eastern Coast of the US. As the most capable team on the East coast, WatchTower NY was deployed….

Look out of genre for ideas.

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This thread on TheRPGSite looks for some ideas about how to populate a story based on the theme “Traveller: it came from jumpspace!. Some of the ideas are very good while some of them are little more than a re-telling of Alien.

Look outside of the genre. Watch some movies which are not typically sci-fi. I’m sitting watching The Great Escape as I write this. It’s filled with great scenes. What about Hidalgo? What about The Chronicles of Narnia? Misjump creates breach and characters are forced into a world where time moves differently. And where there are strange alien creatures. And a war.

I could even make a plot out of this.

So, some examples from the horror genre.

Watch “HP Lovecraft’s From Beyond”.
With the jump drive as “the machine”. The jump drive malfunctions and everyone feels ill, on edge, skin sensitive to touch. If you have psychics on board they start to broadcast their nightmares. The creatures which exist in jump space are finally able to catch up with this static ship which is trapped half in and half out of jump space. These creatures can be seen as ghosts and are able to flow through the solid walls of the ship. Close to the drive however they are not only visible but solid and attack. Anyone who spends too much time in the presence of the jump drive starts to be affected…and THEY become the monster prowling the ship…

Watch Carpenters’ Prince of Darkness.
Jump drive fails and people start dying - one kills himself by drinking sealant fluid, another kills herselfby bathing in a technobabble energy vortex. There isn’t anything evil here but the flailing jump drive has attracted the attention of something unspeakably alien which is sending it’s base desires. It can drink sealant fluid, it bathes in energy vortices. We pick up on it’s base desires and emulate them. It possesses a couple of NPC crewmembers and uses their minds and eyes to explore the ship, taking time to dismantle equipment and people just to see how they work. Eventually it will become bored and move on or perhaps it will take a liking to this brave new universe and try to cross with the help of it’s possessed souls.

Watch 28 Days Later
Take the example given about low berths being used to transport animals. Think how dangerous an angry chimp or even the ships mascot could be. Give the mascot psychic powers and heightened intelligence and watch it save those who were nice to it and murder those who were nasty to it. Watch how it takes some people and reduces them from being thinking feeling individuals and lobotomises them into becoming animals fueled only by hunger and fear….

Misfit! Breakdance on the street …

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