lategaming

Staying up late. Doing the gaming thing.

Man vs…

Commentary, In-Character, Industry, Out-of-Character, Qabal No Comments »

The topic of conversation this morning in the car was the substance of plots. Traditionally, we have plots which are Man versus Man (and yes, I intend to keep the male pronoun because anyone who would be sensitive to it likely has stopped reading a long time ago).

Man versus Man
This describes the quintessential struggle, the stuff of legend. Good versus evil, human versus alien, hero versus monster, rebel versus tyrant, civilised man versus the savage; the most accurate description might be the struggle between two directed intelligences. These games are easy to play because the adversary is present and real. They have motivations and malevolence. They are Hans Gruber to your John McLain, Lector to your Starling, the Stay-Puft Marshmallow man to your Venkman.

We fight them because they represent the things that are wrong in this world, and they are flashy, obvious wrongs - whether they’re stealing millions of dollars with a funny accent, killing Gary Oldman or trashing Manhattan (although we’re unsure that killing Gary Oldman is a crime). We feel a sense of satisfaction seeing them put down (even if we know they may return).

Man versus Nature
Some of the best adventure stories are those told from the point of view of a single protagonist where his conflict lies not with the righting of wrongs or the marching of armies, but in the struggle against nature itself. Whether you’re weathering a Perfect Storm, trying to survive the Day After Tomorrow or even just making your way through a post-Zombie epidemic Dawn of the Dead, the environment you are in is challenging enough to make a compelling story.

One of the memes of Zombi, was that the walking dead were not your enemy, other people were your enemy. This was borne from every movie:- you can hide away in your fortress and the mindless zombie hordes can beat upon your door but it requires intelligence to breach your defenses. This isn’t to say that nature cannot be a harsh enemy. It is mindless but merciless. It can be witnessed when you travel from place to place, be it the cold of the snow-bound mountains, the drought of the desert or the cold emptiness of the vacuum.

Man versus Self
If religion is to be believed, we struggle with this every day. When we consider physical attraction, we encounter the most base ‘animal’ parts of ourselves. The acknowledgment that another human is attractive goes back to our pre-sentient days and when we continue on our way, we have successfully mastered the animal. This extends obviously to the personal wars against addiction, fetish, desire, greed, sloth and rage. We control ourselves and, as a result, these ideas are possible to play out in a game.

These were most recently examined in the World of Darkness games by White Wolf: I interpreted them as Lust (Vampire), Rage (Werewolf), Pride (Mage), Sloth (Changeling), Envy (Wraith). Though these games it was possible to spend a lot of time engaging in ‘versus self’ gaming as the player articulated the internal struggles of their personal demons. They are the Louis in LeStat, Hulk’s Banner, Star Wars’ Han Solo.

Site refresh

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Bear with us while we engage in some site jiggery-pokery.  Those of you who subscribe to the feed shouldn’t notice any difference.  Also it’s a bit harder to tell who wrote what post at the moment, but that’s OK by me - it makes it look like I’ve written more!

The usual fare

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I don’t remember where I got this but it always made me think about the perfect stag do. It’s originally from the first edition Dungeon Master’s Guide and really proves that, to a degree, roleplayers of the day were ugly virgins.

random_harlot_table.jpg

I listened to an early episode of feartheboot on the way into work this morning (Episode 7 if anyone is interested) and they criticised the use of tables in some circumstances (roll for mental derangements, roll for plot points in a new town, roll for orgasm) while defending them in others (roll for Battlemech enemies, roll for random treasure/loot). I find that dichotomy to be really odd and illustrates a real liking for Monty Haul style campaigns. It doesn’t matter who the baddies are, they’re just random encounters and after we kill them we’ll take their #35 on the random treasure table. I know I’m taking that a little out of context and it was an early episode from about 2 years ago but I’m working through them and sometimes I really want to say “Hey, no, I don’t think that’s right” but, jeez, it’s two years ago so who would care.

Look at the assumptions in the table (getting back to the point). Didn’t this table tell you some things? Firstly, the players were likely to be all male, as were their characters. Secondly, all harlots were female (arguably a pimp or panderer can be either). That’s kind of shocking in of itself with modern sensibilities though unsurprising considering my gaming group consists of 4 blokes and this game was aimed at teenage dorks who weren’t great at sports.

If only I hadn’t watched Fear of Girls on Google Video (and the Wikipedia link) recently.

Makes me cringe.

That said, we may have been adolescents at one point and perhaps some of us fantasised about characters such as “Bathsheba Fullbubs” or “Calime Halfelven” but then that’s why this kind of material was in the books in the first place. We weren’t sexists when we were 12 years old, we were just confused and horny. RPG books catered to what we wanted to see and we didn’t see anything different between tough looking girls in chainmail thongs and the feeble representation of wet-blanket men in Barbie commercials.

I’m glad we can laugh about this.

I bought a book today…

Commentary, Game Design, Out-of-Character, Qabal 8 Comments »

…entirely because it was illustrated and designed exactly the way I want Q to be paid out.

I spent a few minutes leafing through it and in my minds eye transposed the text and art to that which I envision for Q. Looking over my Q notes the other day reminded me of the parts I still needed to write though, to be honest, most of it is down somewhere or other.

Some of the notes I look over were definitely penned by someone else. Sure, it’s my handwriting but it doesn’t read like my writing. I guess some of the text there must be 10 years old or so and I was a different person then - and my understanding of some things has matured and so it needs re-written.

I’m always wary of games systems which report on the cover that they took 10 years to develop. Systems take minutes to develop, maybe hours to refine. Not years. It takes years maybe to write prose of the quality you might want. When I hear of a game that took 10 years to create, I always think that it’s going to be 10 years out of date. I mean, a decade ago we were playing Ars Magica, SLA Industries and Mage. I would hope to some degree the world had moved on a little.

Likewise when someone claims to have developed their game system from watching real fights or, (even less impressive, from years of studying fighting in the SCA,) then I have to work hard to keep the bile down. Does anyone really want to see “realistic” fight sequences? Is there any evidence to suggest that SCA fighting is any more realistic? I’m not convinced - but then there are very few people in Western Europe who have witnessed a real fight using swords and armour. When you’re fighting for your life you’re bound to respond differently to when you’re fighting to try to demonstrate a point about fighting. So - 10 years development and based on “real world data” - load of bollocks.

I did read an article in a RPG magazine which took data from shootouts at the Texas border between immigrant, smugglers and the border guard. It made for interesting reading - seems shooting someone is as effective as throwing a handful of stones at them though if one stone hits, there’s a massive chance of instant death. Anyone know the article? I think it might have been in Pyramid?

Back to the book…

So I bought it (and some word flashcards for my daughter). I’ll no doubt get time to read it tonight and then maybe break out my design apps later this week.

Your rights … under Section 44 of the UK Anti-Terrorism Act

Commentary, Out-of-Character 2 Comments »

This kind of thing gives me the shivers.

Two disabled blokes were detained by UK police for suspiciously opening a white envelope and looking at police men in public view

It’s been asked about 20 times now when I’m going to London with the job and I’ve been wanting to put it off. Anything to avoid the steely stare of Airport Security.

YOUR RIGHTS UNDER SECTION 44 (Courtesy Liberty ):

  • The police can only give you a pat down, remove outer clothes (eg jacket, hat), search your bags and have you empty your pockets
  • You do not have to give your name and address
  • You do not have to explain why you are there
  • You are not allowed to flee the search, but you are not required to be actively compliant. You are allowed to ‘go limp’ as passive resistance during the search if you wish not to comply
  • There is no permission to collect DNA data during the search
  • You do not have to comply with any attempt to photograph or record you
  • Women cannot be touched by male police during these searches
  • Make notes about the officers searching you - name, number and police force
  • Note the time and the events preceding the search
  • Note the specific wording used by the police to explain their authority to search you
  • Ask the police for the reason that they are searching you. Specifically, are they searching for terrorists or are they simply trying to deter, delay or inconvenience you?

God forbid you should be having a game in the pub and passing round a copy of the Compendium of Modern Firearms or something.

Six Role-playing Annoyances

Commentary, Out-of-Character 10 Comments »

Here are some annoying habits that players can exhibit in your game. There are some suggestions as to how to deal with these problems, either by encouragement (as another player) or enforcement (as a GM).

  • Playing yourself, but with armour

Problem: the character has the exact same personality as the player, which means that every character that players plays has the same personality. The result is usually very forgettable characters a bland roleplaying experience for everyone else. Unfortunately, this type of player is often a roll-player also (see below). Even the two-word-personality is better than this.

Solution: The GM think about the character as a character, instead of a series of statistics. Write down the major motivations of that character and play them. Even two-dimensional role-playing is better than none.

  • Dick Ramhard, and other stupid character names

Problem: you try to play a serious game and someone comes up with a stupid name for their character. This leaves everyone either snickering or sighing every time the character introduces themselves.

Solution: keep your name appropriate to the game setting. GMs should veto stupid names anyway, so this could well be the result of poor refereeing or player-bullying.

  • Objection! Rules lawyering!

Problem: the flow of the game is constantly broken as the player points out the rules and loopholes that have been used or missed in every situation. This is common in players who are more used to GMing, and in those who prefer less narrative style games.

Solution: this is a tough one. Remind the player that the GM is the final arbiter in all things (stick). Reward the player for good role-play, ideally through creating good story,regardless of the rules (carrot). One way is to give a conditional award - e.g. Everyone gets 3 character points for last week’s session. One (or more) of Bob’s are conditional on him not pointing rules infractions in this week’s session.

  • Kobolds can’t kill us metagamers

Problem: the player knows the system/background really well, and knows what every creature or denizen is capable of doing. Often this results in the character taking unrealistic chances based on knowledge he/she wouldn’t have. Sometimes it’s saying something like “there can’t really be a huge dragon in that cave as we’re all puny characters and the GM wouldn’t do that to us”.

Solution: give standard foes a non-standard name and/or appearance. Give them abilities that they could have but aren’t in the published material. Kill stupid characters who go into the dragon’s cave - it’s harsh, but fair (make sure and give plenty of warning that this is a dangerous thing to do!). Don’t tell the players what they are up against - describe to the characters what they experience.

  • Solo adventuring for five (GM Hogging)

Problem: One player insists on taking up a large percentage of the GM’s time. Sometimes this is because of rules-lawyering (above), other times it’s just because they (the GM and the player) don’t realise what they are doing.

Solution: Whether you’re a GM or a player, the simplest solution is to engage the other players in roleplaying. As a player, you should also try to engage the GM-hog, which will free up the GM and get the game moving again. If you can’t engage him/her, at least the RP with your other team-mates will provide for an interesting session. As a GM, you need to get better at managing your time equally (as much as possible) between players - creating circumstances for inter-player RP is one of the most effective time management techniques.

  • Roll-playing, or role-playing?

Problem: a player insists on making a roll for everything (“It’s a … pleasure to meet you!”), which not only slows down the game, but many times doesn’t make any sense. This can often be frustratingly combined with rules-lawyering and playing oneself and at it’s worst can lead to min/maxing in order to ensure the best rolls.

Solution: as a GM, I’ve taken away a player’s dice and even his character sheet to prevent roll-playing. As a player, I’ve tried to lead by example - I keep my character sheet upside down as a rule, and roll only when the GM tells me to.

Got any more annoyances? I know there are lots I didn’t cover (like Munchkin, Hack and Slash, etc.) mostly because I felt like they were well-established (they have Wikipedia entries!).

Edit: apologies for the typo - I got roll and role mixed up at a key point. D’oh!

Out of Character

Commentary, In-Character, Out-of-Character 7 Comments »

A couple of days ago I wrote about and got some very interesting comments about how this is relevant to games.

On the Story Games forum they talk about Improv Theatre and how drama and story is made up of those things which are unusual or out of character as long as there is context and justification.

Meserach writes: “The story in which the otherwise devoted nun kills a baby for no reason at all other than the shock value? Sucks. The story in which the otherwise devoted nun kills a baby, but surrouding material gives us some insight into why? That could be a good story.”

Mark W writes: “In my experience, some people have this notion of character that really doesn’t extend much beyond the “pick two keywords and play them out no matter what” style.”

Like, say, “Lawful Evil” or “CareGiver/Curmudgeon” (because I might as well piss off the D&D folk as well as the White Wolf folk in order to get the most hate mail).

In the WatchTower game there are things happening in the background that I want the players to start moving forward. We’ve just started the creation of the B-Team, named so because they’re the second wave of heroes for WT-NY. After this, the players will make more characters (in a few weeks time), but this time playing the part of the conspirators behind the scenes. It’ll be an interesting roleplaying challenge for some and also an opportunity to add justfication to the actions which have gone before. That will mean giving away some of the plot, but the plot has to be player driven.

I remember back more than a decade to an Ars Magica game I ran in Dragonslayers. At one point we had 11 players and half of them had two characters. And one in particular, played by John D, was given an artifact that when activated would give him the power of a Tenth of Hell. The activation was an old curse which, in order to enact, he had to gather the right hands of thirteen friends. The character did this, betraying thirteen comrades and escaping suspicion due to John’s silver tongue and then decided not to enact the curse after all. Too risky apparently. These were the actions of an ostensibly good but perhaps selfish or power hungry character. His character’s arrogance was that his comrades (grogs, companions, other wizards) were beneath his contempt and he used them. When it came to the ultimate justification of the character, his courage failed. This was a bigger, badder thing than he. And he feared to raise up what he could not put down. It made his evil actions which were out of character all the more tragic when it was made apparent that his primary trait was cowardice. I loved it. It actually made the story. I do feel a bit sorry for the one armed bowman previously known as “the best archer in all of Christendom”. Them’s the breaks.

Status: Refugee - Perspective Selection

Game Design, Out-of-Character, Status: Refugee 10 Comments »

One thing that was bugging me about this game was that which we’ve discussed on a number of occasions about different games: scope. If you are playing refugees with only a small number of worlds available to you, the sheer scope for play is mind-boggling. This then probably requires either a lot of work on the part of the GM, or a lot of background information in the form of source books - or more likely both.

Reducing the character roles available (at least in the initial version of the game) would help give this game better focus. It occurred to me that having the players take on the role of police / enforcement would create a lot of interesting roleplaying situations. What happens when a group of refugees on a particular planet start getting angry at their conditions and decide to become militant? What if two large groups of refugees who had rivalries on Earth get transplanted to the same planet? … and so on.

Giving the focus to policing allows me as a game designer to focus on the things that are important to that sort of role. E.g. what are the laws in different alien societies, how many planets are there and how many humans to each, etc. I can more easily create rules of thumb for large numbers of planets, because I’m viewing them from a particular perspective.

For now, as I continue work on this game, I’m going to assume that the players are humans working for this agency. Expect to see some more background information and fictional snippets over the coming weeks.

Heroic imaginations

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This is probably more suitable for infurious because it’s riffing off Guy Kawasaki.

Nurturing a heroic imagination takes five actions:

  • Maintain constant vigilance for situations that require heroic action.
  • Learn not to fear conflict because you took a stand.
  • Imagine alternative future scenarios beyond the present moment.
  • Resist the urge to rationalize and justify inaction.
  • Trust that people will appreciate heroic (and frequently unpopular) actions.

Heroism: Not just for people who have a spandex fetish

Action is character

Commentary, Out-of-Character 5 Comments »

F. Scott Fitzgerald wrote, “Action is character.”

A few years ago a friend of mine came up with the theory that we often play our polar opposites in games. The players under scrutiny here were myself and himself and our characters were a honourable charismatic paladin and a sneaky cutthroat backstabbing rogue. I disagreed at the time but missed out on the bit where he was calling me a sneaky backstabbing rat in real life. I’ve never been clever with that sort of thing.

Aidan remarked the other night that he believes more accurately that we play characters we would like to be. This kinda still leaves me as a sneaky rat but at least this time I wish I was a paladin.

On the other hand, listening to F. Scott Fitzgerald, we define our character by our actions. This is kinda obvious but it’s good of old F. to help us with making it into an interesting soundbite.