Ending a scene

August 6th, 2010

I’ve been gaming a lot lately playing a mixture of story and adventure gaming as defined here, by my friend Ryan Macklin. With all that gaming, I have noticed a trend that I think is consistent across both types of gaming styles, how to end a scene. There are tons of articles on the Internet about framing a scene which means to start a scene. But I haven’t seen many articles on where to call a scene done. The ones I have seen have said, when it feels right which I feel is just vague enough to not be useful Here is my rules on the subject,

  1. End the scene on the awesome.
  2. If not awesome, end it on a cliff hanger, which is itself awesome and thereby fulfilling rule 1.
  3. Not everything needs to be resolved.

Let me give you an example of what I mean.

First example, your party has made it through the entire dungeon and thereby to the big bad and his billion mooks. You are fighting and fighting and managed to kill the big bad but a ton of mooks are still left.

Not Awesome: The GM makes you finish off rest of the mooks and then you must take time to searches of bodies adding another half hour (at least) of real time to the scene.

Awesome: The GM describes the final blow of the big bad and takes everyone takes narrative leeway to finish up the mooks.

I play some 4e and many of those people want to make sure the resources are used and such. Well, I say just make a cost of a healing surge or two, if it’s that important.

My second example is a little less clear cut. Everyone is a character in a village being attacked at night by some creature. People are paranoid and believing each other the culprit searching for answers about what’s going on. Two PCs are talking to each other.

Not Awesome: The two PCs have an argument with each other for 10 minutes of real time. Each of them accusing the other but neither player calling for a roll or end of the scene stating that they continue arguing. While the rest of the players are watching as nothing gets resolved and there is no drive to conflict.

Awesome: One of the PCs calls out the other stating he has proof of his consorting with the demon and ends the scene on a cliff hanger with PC asking for a trial scene next.

The problem here is that people are sitting and watching instead of playing. Even in story games which don’t necessarily have a ton of mechanics, people need to be cognizant of others and try to get to the point and end the scene.

I just want to stress that don’t be afraid to end on the Awesome, it will make your game that much more memorable.

The Bones Blog Carnival : Necromunda Dice.

June 6th, 2010

When I read The Bones and saw they were doing a Blog Carnival, I figured I could contribute a story. About fifteen years ago, I used to play Necromunda, a Games Workshop game, with a couple of friends. One of these friends used a set of dice from the Necromunda box set, a pair of d6s. For those of you that don’t know, Necromunda is a miniature game dealing with gangs set in the Warhammer 40k universe.

My friend was the least superstitious of the group, so when his dice went bad he never thought about it. After about six sessions where no matter the advantage in numbers or status effects, he couldn’t win a match he began to have doubts. When the seventh match came and again he couldn’t roll, he could no longer deny the dice were BAD. He set out to do something about it. He took the dice and put them in the bottom of an empty coffee tin. He then put an inch of lighter fluid in it and proceed to light it on fire.

When we met for the eight match, he pulled them out of his dice bag: a sludge of black and white plastic. He then used some new dice he bought for the occasion which worked better. The following session though I noticed the plastic sludge still in the dice bag. I asked him about it and he responded, “It teaches the other dice a lesson.”

I have been enjoying reading other people stories of dice. I would recommend you check out The Bones, Us and Our Dice with a number of stories from various people in the gaming industry.

Experience Points and why they sometimes suck.

April 16th, 2010

I was listening to the recent Return to Northmoor podcast and they discussed the topic of experience points relating to Dungeons and Dragons 4th Edition. Well, on the podcast they said that the plan of 4e is to level after approximately 13 encounters. I am the typical busy family man and we play 4e every other week and at most get through 3 encounters during a session. That would mean it play a year and not miss a week, the party would be around 7th level. I know the Dungeon Master Guide describes a couple of methods to increase this, like doubling XP. That still means the party only makes 14th level. That sucks.

On the show, they discussed leveling ever session, especially when you only meet ever other week. I think this is an awesome idea. I used to be against this philosophy since it was breaking the designer’s intention. But considering it this morning during my workout, I have come to the conclusion that it is a lot cooler for the players to experience the more advance level than to bow to convention. Therefore at tonight’s game session, I am going to tell my players they can level at the end of ever session. That way they will get to experience higher level stuff.

Yesterday I alsoread, Rob Donague’s post about RPGs should be hard. He discusses that gamers only enjoy things they have to work for. Does changing the dynamic of experience points make the game too easy? Does it ruin their experience at the table? I guess we will find out.

Readable, Presentation and Usable

March 28th, 2010

A wise manager once told me when it comes to projects, “Cost, Schedule, Function… Pick any two.” He meant that it’s possible to bound two of those items, but the third will always be unbounded and won’t be within the limits that your interested in. I think that role-playing game books or manuals have a similar pattern but different three items. These are Readable, Presentation and Usable.

Every book is readable if it’s in a language you understand, right? Well, that depends on your point of view. I personally have trouble finishing a book if it reads like a college Calculus book. If the book is boring or difficult to understand, it is hard to finish that book. Some examples that I have had difficulty reading are Diaspora and Burning Wheel. With Diaspora, it is just difficult following the writer’s train of thought. It could really use an editor going through it with 100 red pens. As for Burning Wheel, the text is just boring. Now to be fair, Luke Crain, the author states that you don’t want to read it cover to cover. An example of a game that I love the readability of is Swashbucklers of the Seven Skies.

Most game books need to be usable during play at some point, so usability is a key component. Some take it to an extreme, for example, Dungeons and Dragons 4th Edition; the game’s books are really meant to be referenced at the table. Usability is critical part of the function of those books. One of the games that I find difficult to use is Song of Fire and Ice(SIFRP) from Green Ronin. A specific example in that book is armor. The cost is in one section and the stats are in another. This really bugs me and makes it not fun for me to use.

Presentation has to do with the whole package. Is the book pretty? I have been known to buy an RPG book simply cause it’s beautiful even if I never plan on reading it. A number of examples are Aces and Eights and Dark Heresy. Both games I own with no intentions of playing unless some else runs it.

There are books that do only one of these well but are still fun game. Take SIFRP, in my opinion, it is very pretty presentation but has very low usability and readability, I still enjoy the game a friend is running for me.

Another example is Burning Wheel, it concentrated on usability but is a boring read and doesn’t have that much in presentation. Granted, it’s only 25 bucks for the core system, so it’s still a bargain.

Diaspora has been getting a lot of love out in the Internet. This is what got me thinking of this post. It fails in all three categories. Some might argue that it has charts at the end of the book which increases it’s usability, but if you need to go through the text, you’re going to be at it for a while. I really enjoyed the ideas in the book, but it’s really hard to get to them. I kept hearing a large number of FATE fans say this is an awesome book, so I ended up finishing it, but it took me a month and some sections I had to reread.

What games do you enjoy reading? Do you buy games just cause attractive layout and art? How important is usability to you?

Josh Con 2 Post Mortem

January 22nd, 2010

As another year passes, as does my birthday and with it another Josh Con. This one managed to be a lot bigger than last years. I managed to fit 25 people in my house at the peak and since I have a multi-level house, it worked. I managed to invite a number of designers as well and they each ran their games.

Friday

Melissa and I picked up Ryan Macklin at the airport around 1. While we were there, a friend of mine, Jesse Hafemeister made a massive batch of chili and was assisted by Garret Narjes. Jesse offered to take the day off and make chili for everyone, who am I to refuse? Ryan was amazed at the cold and snow. We made it back to the house without losing him to hypothermia, which is always a positive, when someone visits the frozen north of Minnesota for the first time. Ryan wanted to freshen up a bit, so the rest of us played Dominion and helped where we could on Jesse’s chili. A majority of the guests didn’t show up till 6pm, so a number of hands of Dominion were played.

After they arrived, we ate and bullshitted for a while. When we finally broke up, Jeremy Keller ran a group for Chronica Feudalis. A game he wrote that has been getting a lot of attention lately. I took the rest and ran a game of Dread, centered on a family cruise gone horribly wrong. There was a Power Grid going on in the basement which I heard about but didn’t get down to see how it went. Those games took most of the evening and everyone seemed to enjoy themselves. After those finished up, some people had to leave, but Ryan offered to run a game of Don’t Rest Your Head and who are we to refuse. There wasn’t enough room, so I bowed out. Everyone played children stuck in the Mad City, it was really awesome. I decided to catch some sleep, but i heard in the morning that a science experiment occurred at 230am, where my wife boiled water and threw it outside which was in the negative teens to show Ryan how cold it really was.

Saturday

It started with pancakes. Seth Nelsen offered to come over with homemade batter and kielbasa. Again, all this generosity, you would think it was my birthday or something? The day started out right is all I can say. People broke off and played some boardgames, I played Tribune which is a great worker placement game. About 1pm, everyone showed up and since I have four levels to my house, we had four games going on. Dan Bayne ran his hard boil detective RPG, Keller ran another game of Chronica Feudalis and two boardgames went down. I played a boardgame that Jeff Tidball worked on and brought, Chaos in the Old World. A game that each power is asymmetrical, but I enjoyed the hell out of it. Macklin won playing Khorne and figured out his race out before the rest of us.

While we gamed, my wife made a batch of S’more cupcakes and finished making the pulled pork. We took a break halfway through the game and ate. That was some good eats. Chronica Feudalis and Chaos finished about the same time, so Ryan offered to run his game, Mythender and as the host, I played the God that everyone got to kill. We even had spectators, I guess instead of spanking the birthday boy, people wanted to stab him in the eye. Oh well, it worked!

There was a bit of a lull after that which was filled with a game of Fury of Dracula and a game of Penny for My Thoughts. I played in the Dracula game after wanting to play it for a couple years now. Neat little game, even if the combat seemed to be a bit wonky. I managed to kill Dracula as Dr. Van Helsing which is the way it should be, damn it.

Then at nine o’clock, the game that everyone wanted to be in kicked off. Ryan Macklin ran a game of Dresden Files RPG which was amazing. I really enjoyed what I could out of the game, even though most of us were dead on our feet. Jeremy Keller took off since he had to drive 30 minutes to get home and was afraid he might fall asleep at the wheel. The game ended on a cliff hanger but so do the Dresden Files books, so it was in theme. Overall, I really enjoyed the weekend, most likely the best birthday celebration I have ever had.

Designers in Attendance

Ryan Macklin, Jeremy Keller, Dan Bayne, Jeff Tidball

Cooks

  • Jesse Hefmister–> huge pot of chili for everyone on Friday night
  • Seth Nelson–> pancakes, kiebasa and bacon on Saturday morning.
  • Wife–> kick ass s’more cupcakes.
  • Myself–> pulled pork sandwiches


PROS

  • Everyone chipping in to make this a birthday to remember.
  • Ryan Macklin’s visit and running a game where I died.
  • Trying a number of games I have never played before.
  • Science experiment, ’nuff said.

CONS

  • I spent too much time worrying about other people’s fun. I need to remember that everyone can watch their own fun.
  • Basement was cold, need to get a space heater for down there.
  • Going to bed and missing the science experiment.

THANKS TO EVERYONE WHO MADE THIS A SPECIAL BIRTHDAY.




Join Toastmasters to help your Gamemaster skills.

December 14th, 2009

I am constantly working to be both a better player and better game-master. I read anything I can get my hands on in order to increase my skills at role-playing and thus the fun for everyone at the table. I am not content with mediocrity; I want to constantly bring my A game. Many places have suggested the techniques learned in an Improv troupe. These can greatly improve your aptitude at the gaming table, but it is sometimes difficult to get involved with one. I wanted to let you know there is an organization out there that is easier to get involved with and will help you be a better player and GM, Toastmasters. For those of you that don’t know, Toastmasters (TM) is an organization that is all about making you a better speaker.

When you go to your first meeting, you will realize they love to have guests at the meeting. Most TM clubs have a typical flow for the meeting and meet anywhere from once a week or once a month. The meetings themselves run anywhere from an 45 minutes to 2 hours depending on their frequency. There is also speciality clubs that work on anything from humor to evaluations.

Once you become a member, they will ask you your goals. There is typically two things they work on in the beginning. First thing is to get you comfortable with talking in front of an audience. This may not be much of a hurdle if you are a GM; especially if you are one used to running at gaming conventions. A scenario where you never know who your players will be so you get comfortable very quickly. If you ever have aspirations to be a convention GM the ability to speak in front of strangers will be required.

The second major thing they work on at the beginning is removing crutch words from your vocabulary. These are the “ahs,” “ums,” double words, etc that people use to fill in when they are either nervous or are trying to think of something to say. I think the GM, especially in the traditional GM role, is as much about story telling as acting. Nothing hurts a storyteller more than a distracted audience and being a poor speaker can be distracting. Simply removing the crutch words will give you a leg up on your GM skills.

You set your own goals. These are just two most common goals for people who recently join TM. I personally work on my swearing which my wife would like to see less of. One member in my club is a trainer and joined to become a more concise speaker. Another wanted to make sure that he had the confidence to give a speech at his daughter’s wedding. Whatever your goals are as a GM, Toastmasters can help. Find a club near you.

Social Contract is only part of the solution.

October 18th, 2009

Gaming by its nature is a social activity. Any social activity has a set of rules that govern the gathering, a standard agreement of social niceties. Every gaming group has not only these rules, but another set of rules that detail the group’s expectations. An example would be a group trying to play heroes of the realm. Typically, it is expected that there are no characters that happen to be serial killers. Gamers across the Internet have labeled this concept social contract. These can be explicit or implicit depending on the group. This is not about defining social contracts, but if you are looking for more information here are some links.

http://www.indie-rpgs.com/ramshead/SocialContract.htm

http://rpgathenaeum.wordpress.com/2009/04/07/is-a-social-contract-right-for-your-dd-group/

This is a great concept for a gaming group, it levels the understanding of everyone in the group. The difficulty happens when someone in the group doesn’t want to abide by these rules. This makes it uncomfortable for everyone. This is what I want to talk about.

Recently, I joined a gaming group already in progress. Which seems to happen to me a lot lately. The GM told me what the game was about and asked me to create a character that works within guidelines, that the group had a social contract of sorts. The first session was just one big combat so it was hard to understand the group dynamic from that limited experience. The second session was an eye opener for me. The GM described a campaign about freedom fighters and trying to make the world a better place. The party was varying degree on the freedom fighter theme with one anomaly character. One guy created a character who only wanted to murder/pillage. His character would help the group as long as he was paid. Also his character was the loudest player/character in the group, and thought it was his job to threaten every NPC we met. This made the session a disaster from my perspective. I thought of quitting, but the GM assured me that I was the type of character that he wanted. Another player came up to me and told me the same thing. I still play in this game which isn’t really as fun as I would like even though the GM has a lot of good ideas and runs a decent game.

The reason I wrote this is that I wanted to warn people who think that a social contract will solve their groups problems. It will only solve the problem if everyone in the group is on board with it. The minute you have someone who feels they don’t need to abide the social contract, you will have problems. Make sure everyone in the group is committed to it.

Review of Chronica Feudalis

September 23rd, 2009

I missed the boat at Gencon ’09; I didn’t pick this game up there. I saw Jeremy Keller running demos at the IPR booth and it wasn’t on my radar so I didn’t take a chance and try it. I had Pendragon, why do I need another chivalry game? Shame on me. A week after the jaunt to Gencon, I received a call from a friend of mine at my FLGS in which he demanded that I buy this game. He had one copy left at the store, so I rushed down and picked it up. Yes, I already spent a billion dollars at Gencon and yes, I still hadn’t finished my stack of reading acquired at Gencon; I still bought the game. I started reading when I made it home.

CF is 128 pages, has both a Table of Contents and an index. There are five chapters and three appendices. It uses artwork similar to a 12th century artist and side scroll on each page by Miguel Santos. It is standard digest size, a great size for bedroom reading, which can’t be said for the full size RPG books out there. There is a good amount of white space which enhances the ease of reading.

The first section, which isn’t a chapter per se, is Foreword of the Translator. This sets up the idea that this game was originally written by a 12th century monk. It reminds me of Penny for My Thoughts and Dictionary of Mu, both of which are written as an artifact in the game. This isn’t an artifact in the game, but it still gives off that feeling. Some people will like it, some won’t. I personally enjoy it as it is a nice change of pace from the normal instruction manual that happens with typical RPGs. To keep with that feel, there is a little bit of Latin throughout; not where you will miss anything if you don’t understand it.

Imagine is the title of the first chapter. It gives the basic overview of the game, very traditional in that it has a section of what a RPG is, what dice you will need and some basic terms in the game. Informing the reader how to read the dice, it uses a step dice system similar to Savage Worlds. It adds aspects from Spirit of the Century(SotC) and some character creation steps from Burning Wheel. Three games that I have enjoyed as a GM and a player, so I was psyched by the mash up. I wanted to see how he did it.

The second chapter is titled Create. It is all about character creation for both players and GMs along with the list of the skills that are in the game. Player character creation revolves around a life-path system, called Mentors. Each player selects three mentors from their lives. Each mentor has a list of three skills that they teach and equipment that they give to the character. A character starts all skills in the game at a d4, as they select mentors the skills go up a die type, so d4 becomes d6 and d6 becomes a d8, etc. Each tool a character gets is assigned a die as well. When you use a skill, you can use a tool related to it as well or you can use a tool unrelated as long as you come up with reasonable narrative and spend Ardor, the games version of Fate points from SotC. It finishes up with Aspects. These are very similar to SotC’s save that they have a die type assigned to it, a d8 to start. I am going to assume the reader has some passing familiarity with aspects, if not, check out the SotC SRD here.

The next two chapters are Play and Conflict. These are the mechanic chapters. I am just going to highlight some of the big things that caught my attention as there is a lot to cover and I think Keller does it a lot better than I could. When making a roll, the maximum number of dice a character can roll is based on it’s Vigor which starts at 3. Vigor is not hit points per se, it defines how involved a character can be in influencing the narrative. I thought this was a great approach to abstract the damage and if the roll is strong enough, a permanent injury can occur, made possible by use of an aspect. Each rolled die over the target number is a success, so it is possible to take someone out with one roll of the die. It is pretty rare, but I would bet it would be very dramatic if it happens. Jeremy really wants to enforce maneuvers, the act of putting temporary aspects on either the scene or another character. He has significant portion of the Play chapter on aspects and how they work. The other thing I want to touch on is the advancement system, which I found really intriguing. A character selects a skill which is targeted for advancement, marking it as either self practice or some other character is helping with its advancement. At the end of any scene which the skill is used, the character can make an opposed roll against the skill using either the die value of the skill in the case of self practice or using the other character’s skill die if someone was helping.

Explore is the final chapter. It details the various time settings the game could place in and how to GM them. I have just finished reading The Pillars of the Earth by Ken Follett so the time period of The Anarchy was familiar to me as Pillars takes place during that time. One of the major things that separates this from Pendragon is the lack of magic; I find this a good thing. Granted, Pendragon is about modeling Arthurian myth, so magic is a part of it; but if people want to play knights that represent the society back in medieval times, most turn to that game.

I was lucky to get into a demo that Keller ran at my FLGS. I was running an hour late, I have a 2 year old, ’nuff said. He handed me a pre-gen character and I jumped right in. I played a landless knight out on a hunt when my lord was murdered. I had some simple straight forward rolls to demonstrate the basics. Later on there was both a social combat called a Parley in the system and a formal duel to first blood. Both extended system worked very well and went the party’s way. Now, it wasn’t easy and it looked at times we would lose the conflict. Here is the actual play written up by the author.

Overall, I both enjoyed the read and play of this game. It is relatively simple matter to make a character that has depth with the Mentor system With the added benefit in that it doesn’t run into the problem some people have with Spirit of the Century by limiting the number of aspects a starting character has to 3 instead of 10. Some people don’t care for the step die mechanic, but I don’t mind it and it works well in this system. If you are in the market for a game set in Medieval Europe, I would check it out. Also note, that I emailed Keller that I bought it at my FLGS and he gave me the PDF for free. It is available at IPR.

Re-wrote my events for Con of the North.

September 6th, 2009

Well, I should have let my wife look at the events before I submitted them to the blog-o-sphere and to CoN website. They had typos and the second one didn’t make sense. They have been updated. Here they are.

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Title: The Shadow Out of Memory

Game: A Penny for My Thoughts

Description: You were discovered in the aftermath of a great battle against a terrible unknown beyond the understanding of normal men with no memory of yourself intact. Fortunately, there is the Orphic Institute for Advanced Studies whose break-through research into memory recovery has donated their time to helping you. The real problem is whether you want to or not. This is a story game with hints of Cthulhu in which players take the roll of amnesiacs recovering from an incident. Mature only.

Timeslot: Requested: Friday 6-10

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Title: The Silver Sparrow

Game: Swashbucklers of the 7 Skies

Description: A crash landing has you stranded on what appears barren sky island, or is it? An ancient treasure from a dead kingdom may lead to salvation. Do you have the courage to use it? You know any kingdom in the Skies will kill for the artifact, so where do you go from here? Enter the world of swashbuckling, pirates, skyships and 7 Skies. A shared narrative RPG based on the PDQ system.

Timeslot: Requested: Saturday 10-2

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Con of the North during Superbowl? Whoa.

September 4th, 2009

I am somewhat dismayed that they scheduled ’10 convention during Superbowl weekend. I understand that the first three weekends of February are tough. Both Valentine’s Day and Superbowl, which is a national holiday for each of the sexes and who do you piss off? But, I will run a few events on Friday and Saturday and then skip out Sunday due to Superbowl. This may get me some good will from the wife too!

Here are the events I am going to run, take a peek and tell what you think!

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Title: The Shadow Out of Memory

Game: A Penny for My Thoughts

Description: You were discovered in the aftermath of a great battle against a terrible unknown beyond the understanding of normal men with no memory of yourself intact. Fortunately, there is the Orphic Institute for Advanced Studies whose break-through research into memory recovery has donated their time to helping you. The real problem is whether you want to or not. This is a story game with hints of Cthulhu in which players take the roll of amnesiacs recovering from an incident. Mature only.

Timeslot: Requested: Friday 6-10

—-

Title: The Silver Sparrow

Game: Swashbucklers of the 7 Skies

Description: A crash landing has you stranded on what appears barren sky island, or is it? An ancient treasure from a dead kingdom may lead to salvation. Do you have the courage to use it? You know any kingdom in the Skies will kill for the artifact, so where do you go from here? Enter the world of swashbuckling, pirates, skyships and 7 Skies. A shared narrative RPG based on the PDQ system.

Timeslot: Requested: Saturday 10-2

—-

Well, I will also be doing a pickup game of Baron Munchausen at some point on Friday or Saturday night. I won’t be around Sunday more than likely due to Super Bowl. I look forward to seeing people and will love to chat shop with anyone.