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chininhands

The Bell, and Where Character Comes From

Posted by [info]mr_orgue on 2012.04.18 at 23:14
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This weekend "Hydra", Wellington's first LARP convention, was held. I went out to play in one game, The Bell, facilitated & co-written by fellow Gametimer [info]stephanie_pegg. (The Bell is available for sale at Drivethru.) This is not a review, not least because I only saw one sliver of the whole.

(There are no substantive spoilers here. I keep things very vague. This account shouldn't affect your enjoyment of playing The Bell should the opportunity arise.)

The Bell uses a device that is widely seen in larp and RPG one-offs - amnesiac characters who slowly recover their memories. This is sometimes called a cliche, but I prefer to think of it as archetypal. (Or as the gaming equivalent of a jazz standard. Every jazz singer has their version of "Summertime", right?) Amnesiacs-recover-memories is a narrative form that is perfectly suited to done-in-one roleplay, because it unifies player and character knowledge and has a built in arc of development. The Bell uses it well.
What happened, what it taught me about character, what it showed me about life )

chininhands

Monster of the Week! - FUNDED

Posted by [info]mr_orgue on 2011.12.05 at 09:18
One of Wellington, NZ's smart creative game designer types, Mike Sands, last week launched a crowdfunder for his new game Monster of the Week on IndieGoGo.

I thought, "this oughta get a post on Gametime, so those smart gamer-types who never unsubscribed from our hibernating groupblog will be aware of this thing".

Well it's all funded up now! Which as everyone knows is a GREAT time to jump on board.

Monster of the Week is a hack of Apocalypse World towards TV shows like Supernatural or Buffy. Word around our Wellington water coolers is that it's most excellently fun.

Check it out!

Essays on roleplaying

Posted by [info]steve_hix on 2011.11.03 at 21:28
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There have been two great new essays on roleplaying published this week.

Ron Edwards talks about a process for playing games in highly detailed settings such as Glorantha, or the worlds of Earthdawn, Wraith: The Oblivion, and Tribe 8. He recommends choosing a location inside the setting that's rife with problematic situations, then making characters that belong to that situation (rather than a group of adventurous outsiders wandering in to fix it), and finally: destabilising the situation with immediate and simmering threats.

Setting and Emergent Stories by Ron Edwards: http://adept-press.com/wordpress/wp-content/media/setting_dissection.pdf


Raffaele Manzo analyses the role of the GM in tabletop games and LARPs. Drawing off several years of essays and articles, he describes the various roles that comprise what the GM does, including:

• social organizer
• host
• rules-owner and introducer
• creative leader
• social/procedural leader [regarding the application of game rules]
• audience member
• authority over content, plot, situational elements
• narrator of events
• cleaner-upper of the leftover of sexual encounters of lavatories of the hired facilities where LARPs are held.

The article isn't online, but it can be downloaded from Dropbox:

There is No Such Thing as a "Game Master" by Raffaele Manzo: http://dl.dropbox.com/u/38479421/LF_2_14_Manzo.pdf

In other links:

- Elizabeth Sampat posts about how a game design emotionally affected her
- Will Hindmarch describes the call and response columns going on between Monte Cook (D&D) and Sage LaTorra (Dungeon World)
- (via Luke) Vincent Baker discusses the clash of expectations he experienced when prepping to run Lamentations of the Flame Princess


chininhands

Is there an RPG site like this one?

Posted by [info]mr_orgue on 2011.09.10 at 14:34
Hello Gametime readers -

A friend asked me:
"Do you know of any roleplaying sites/communities that are not predominantly about mechanics/systems or violence?"

And I don't.

Any suggestions?

Abruptly ceased playing [info]tog42's Dresden Files game yesterday after something like 12 sessions plus character creation; it was a game which never really found its feet and I've been thinking about what could have gone differently.

Dresden Files uses a collaborative world-building tool, where the players and GM decide not only on a range of NPCs but on explicit themes for locations and for the game as a whole. The characters are then created in a manner similar to Spirit of the Century: in novel form, with cross-over novels intended to cement the working relationships of the characters. The GM takes all of this material, plus the character concepts, and crafts a narrative.

Just as with the quick-play advice for Spirit of the Century, I think that the intent is that the amount of front-loaded material should make the life of the GM easy. Instead of having to create a plot from whole cloth and sell it to the players, they should be given all the key points of interest up front, and the tagging and compelling of aspects should do the bulk of the grunt work on a scene-by-scene level.

I've played around with the concept of player-lead stories a couple of times as a GM, and once as a player when play-testing Smallville.

Firstly, designing the city up-front was a really big challenge. Acting alone, I would have found this difficult, because you're essentially creating a bunch of moving parts without much concept of what kind of mechanism they'll be used to create. I suppose the comparison would be if I gave you a pile of Lego and said: make something using these and only these parts. See usually when I make something with Lego I start off with an idea and then go scrounging for parts, I don't usually start with the blocks I need to use and find a shape they can be used for. I'm not saying one way is easier than the other, but that's not how my specific brain works.

When this process is then fed through an open collaborative process, I found it got exponentially more difficult. Each person wants to contribute something that is cool from their perspective, often because it is a piece of a whole-world conception that isn't shared by the rest of the group. I found it extremely difficult to try and navigate the process, both in terms of adding material myself, and in terms of trying to understand what the other parts were doing.

Just as with Smallville, I think that we created a world with lots of parts whose relationships and purposes were not clear. The addition "themes" for all these things was just more of a headache as far as I was concerned: vague emotive terms arbitrarily tacked onto story entities clouding the intrinsic possibilities, limiting them even.

For Smallville at least all of the story entities are described in the context of a specific relationship to the player characters. In Dresden Files, they rapidly became impersonal and distant.

[info]eyes_of_winter did great job of subsequently integrating his character into parts of the setting and seeing in advance what kind of character would need what kind of story elements. I personally failed miserably at doing this, ending up with a character that I think was very interesting and fun in isolation. "In isolation" being the key words there - unattached to the setting in any purposeful way. The rest of the group were arrayed between my isolation and his integration.

When it came time to create the characters, I found that once again, without a specific directive of "form an active and purposeful group", the characters ended up with divergent talents and interests. The old faithful "thrown together by circumstances" may have a certain nostalgia value, but the mere thought of starting off a game like that now fills me utterly with dread. Within a scant couple of sessions it started to become obvious that significant meta-game effort was being required to align the characters inside the story, a problem which had moments of genuine solution, but which seemed to generally grow as the game wore on.

At the end of the experience then, I feel extremely disappointed. Not so much with the details of the game, but that this group and myself in particular, did not really learn from the equally luke-warm Smallville experiment. All of the mistakes I lamented for that game recurred in this game. So a handy summary so that I don't do this a third time.

1. The GM needs to provide a story spine before starting up on the "pre-game creation"

This does not need to be extensive, but it provides some kind of context for making the initial game design decisions. I think that this makes it dramatically more likely for a strong game to emerge.

Positive example: My Werewolf game where the official game line was "you are the heirs-apparent to your father's kingdom". This gave people enough information to make good decisions about their NPCs and circumstances without telling them what to do in the game.

2. The characters must be an identifiable group, or be strongly tied to a shared nucleus

For each player character, their default group of contact and assistance should be the other player characters. That does not mean they need to always agree or get on, or have the same objectives, but if the default set of people that a characters sees is the set of player characters, the game is far less likely to fragment.

Positive example: The characters in Gaslight, who were all strongly and closely tied together. They disagreed on a lot of things, fuelling great stories, but when things were going on, they were going on for everyone.

3. The NPCs and locations must be in media res and specifically related to the player characters

Too often you start off with a giant list of NPCs and locations and have no idea what any of them are doing, or what they'll bring to the story. At worst, this can result in them becoming inert flavourless background material rather than fuel for story.

Positive example: In my Deadlands game, the characters arrived in the town with its descent into Hell already underway, and with various factions already working towards either accelerating or escaping. There was no period of waiting for something to happen: everyone had an agenda already, and there was a need both to get on top of past events and try and direct future events.

4. Kickers

The Best Bit Of Gaming Advice Ever. Characters are only as good as their stories: I don't care how "cool" your character is, if they're not telling a story, they are not fulfilling their destiny.

chininhands

Christchurch Bundle - time almost up

Posted by [info]mr_orgue on 2011.03.01 at 16:58
Hey all - there's less than 12 hours to go before the Christchurch fundraising bundle stops being available.

Raised so far: over $40,000 US.

There are amazing books in this bundle. Remember Tomorrow! Cold City! Tales from the Floating Vagabond! There's flippin' Tegel Manor in there for pete's sake.

If you were thinking of picking one up, here's the linky.

chininhands

Earthquake Bundle

Posted by [info]mr_orgue on 2011.02.24 at 09:07
Delighted by the OneBookShelf relief bundle for the Christchurch Earthquake. Lots of efforts going on behind the scenes to make this happen - huge thanks to Matt McElroy at OBS, and Gregor Hutton & Gareth-Michael Skarka for driving the conversation.

_So_ much good stuff generously offered by publishers!

And from Kiwis - there's NZ company RedBrick's Earthdawn novel, & Silver Kiss, & Al-Shir Ma, & my adventure for ICONS... and Cold City and Remember Tomorrow from our Scottish honorary-Kiwi contingent...

(I don't even want to start writing about the earthquake itself. It still feels unreal. Enough to say that every bit of support is hugely appreciated.)

Get the bundle here: http://www.rpgnow.com/product_info.php?products_id=88713

So in some recent behind the scenes chatter, a comment was made that Gametime is currently "the lethargic zombie of NZ roleplaying discussion."  Alas for Mash, there will be no zombies in this post.  But then, that's kind of the point of it.

I've been on a larp writing jag for the last couple of years, working in the genre of domestic realism.  I kind of drifted into it via a game about a wake, Sitting Shiva, which I talked about in an earlier post.  The thing is, what I liked about that game wasn't the magic, it was the realism, and in fact I found that removing one of the 'magical' game mechanics in the second run made the game stronger. 

I also think that if you ask people what are the basic ingredients that go into a larp, or any kind of roleplaying game, you'll often get a bunch of opinions back about how what you really need is conflict.  You might also get some comments about how it's essentially an escapist form.  These NZRag conversations are  examples, but I don't think it's that unusual a view.  But I want to challenge that view a bit - in the second conversation I linked to, I made a comment that what you really need is a reason for every character to be there, and something for every character to do. (1)  But if you do remove conflict as a game element, what are you going to put in its place?  What are people going to do?  And does roleplaying have to be escapist, anyway?  Isn't one of the cool things that people can get out of a game a heightened emotional experience?  Don't we have heightened experiences in real life, all the time?

Read more... )

chininhands

Dale Elvy on new Kiwi RPG stuff

Posted by [info]mr_orgue on 2011.02.07 at 23:46
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While Gametime snores in the corner, Kiwi gamer activity has continued in a bunch of other places. One of those spots is Total Party Kill, the blog of Dale Elvy. It's worth an explore if you're interested in horror games in particular, and the early posts about a TPK event are also well worth a look.

Last week Dale posted enthusiastically about a bunch of new cool stuff that has appeared from NZ creators lately. He's kindly agreed for me to repost it here. I added in price info.



New Zealand RPGs represent!

Just taking a moment to celebrate some of the fine New Zealand roleplaying games that have recently been published. First up The Silver Kiss of the Magical Twilight of the Full Moon by Jenni in which four players play teenage best friends. Two human, two supernatural…somethings. One human falls in love with one supernatural and it’s basically a hilarious emo pastiche of Twilight and similar books/movies/TV shows. Buy it from Lulu here [$10 hard copy, $5 PDF].

Next up is Al Shir-Ma, A 66 player LARP co-authored by yours truly. Al Shir-Ma is a Live Roleplaying scenario set in a fantasy world loosely based on the 1001 Arabian Nights. The players take the roles of important people in the town, the court, leading merchants, prominent townsfolk, and assorted visitors and travellers. There are strong threads of political intrigue, magic, romance, duplicity and revenge running throughout the game. Available from RPGNow [$10 PDF], drop me a line if you'd like a review copy.
Here's a scenario I can highly recommend having had a really great time play-testing it for the Morgue. A diabolical contest is underway, and the unwitting heroes are all that stand between the villains and the ultimate prize! Can the heroes withstand being drawn into … The Mastermind Affair? Written for the highly entertaining ICONS supers system and availble now at RPGNow [$1.99 PDF]. Then it's on to The Black Hart of Camelot by Ryan Paddy which is a live roleplaying scenario for 24 players set in the legendary age of King Arthur, bringing together the lords and ladies of the tales for a gathering that will shape the fate of the Kingdom of Britain. Get it from RPG Now [$8.99 PDF].
Finally, you have to check out Monophobia. Almost a decade in development, Monophobia is a collection of Call of Cthulhu adventures for lone Investigators (and a willing Keeper). Written by Mark Chiddicks and Marcus Bone, two veteran Call of Cthulhu Keepers. Get it from the Unbound Book now [FREE!].
So get out there and support some great Kiwi titles!


Bogey

Secrets and Lies

Posted by [info]mashugenah on 2011.01.26 at 19:39
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KapCon is always accompanied by a certain amount of theoretical navel-gazing about game structures: how many scenes, how many player characters, what level of interaction, how much can a player reasonably read for their character, what should the balance of work be like...

This year I asked myself just one question: what would happen if there were no Secrets and no Lies in my game? I allowed myself some slight lee-way by allowing some ignorance, but in the main, I set my KapCon XX game up so that everything that's going on is out there and naked from the start. Who's the bad guy? It's right there on your character sheet dude!

It didn't pan out quite like I planned, and there were some compromises in my hope and dream, but I think that for 2011 my game-writing motif will be decisions, not discoveries.

Wish me luck.

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