"Difficult as it was for a virtuous man to have someone killed merely for overhearing a conversation, it was even more difficult to discover that the order, once given, had not been carried out."
Guy Gavriel Kay, River of Stars
"Difficult as it was for a virtuous man to have someone killed merely for overhearing a conversation, it was even more difficult to discover that the order, once given, had not been carried out."
Guy Gavriel Kay, River of Stars
Day 31 - the end for this year. |
Experience.
I've realised that I prefer games which allow a steady flow of experience and growing competence. Games where your character goes on a journey from where they started. The recent two mini-seasons of Liminal that I played really pushed those buttons as - while I didn't get an advance every session, I did visibly move towards one.
I like it when the game encourages you to behave in character and to role to achieve experience. I abandoned XP from gold and kills very early in my D&D Dungeon Master days, as it annoyed me because it feels like book keeping. I like the way that many of the modern systems ask pertinent questions of the session to determine experience.
Progression linked to skill use is cool, be it from failing (hello Dungeon World) or succeeding (hello BRP); linking it to the character's drives and goals takes this a step further.
And yet Traveller has no real skill progression. Growth is measured in survival, in credits and in experiences. Mundanities compared to growth of a character. But is the character the numbers and abilities, or the life the player breathes into them?
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This has been #RPGADAY2020, thanks for playing. I hope that it's been a good experience for you.
31 August 2020
Day 30. |
Some of my favourite games have been built around portals. Faded Suns had huge, mysterious portals between the stars which no-one really understood. If I remember correctly, they were of alien manufacture, but it's been a while. Coriolis has the same vibe. Huge jump portals are used by ships to travel between stars faster-than-light. If I recall correctly, these are human technology, but the capability to build them has been lost (at least in the Third Horizon). Blue Planet uses a portal (wormhole) as a way to have colonised Poseidon, but it sits in the background as it's hard to get to and from.
I've used the same kind of concept in Singularities, but that has been more inspired by the Runcibles in Neal Asher's Polity books and some of Peter F Hamilton's work. Those and the Hyperion Cantos.
Concept art of the Sanctum Sanctorum. |
However, I'm drawn back to the imagery of 177A Bleecker Street in Greenwich Village, Dr Strange's Sanctum Sanctorum. When I saw the portals opening to other worlds - both through windows and magic - I sat there and thought 'that would be so cool to be be able to do'. I need to work something like this into a game at some point. Would the players step through?
30 August 2020
Day 29. |
Some players really find their ride important. I found this in Traveller, where the entire raison d'ĂȘtre for a campaign was paying for the starship that enabled them to travel across the Imperium from star system to star system. It gave me reasons for plot ('your ship has a problem you need to fix', 'someone has stowed away', 'a patron wants you to go to Dinomn to carry out a mission') but it also generated the story. Some players are of the mindset where they love to manage all the starship economics and trading, and that in itself drives the story. They chase cargos and passengers. They look for the opportunity. Gold dust for a games master.
Some games really make the ride important. In the One Ring, the journey is really significant. That's makes sense, as the two key sources for the game are travelogues. The journey becomes significant; developing your party to the point that it can handle travel well is important. In Dr Mitch's extended campaign we nearly died at least once crossing Mirkwood, and the death march across the remains of Angmar scarred our characters forever. It's fair to say that the elements have always been there from the earliest days of gaming. The early D&D modules like B2 Keep on the Borderlands had a wilderness sandbox to explore, and hex-crawling a sandbox was a thing. Arguably, Traveller codified this into the star maps of its sectors and subsectors from the start.
So the ride can be a good thing; however, sometimes it's cool just to say 'after a week's uneventful travel, you arrive safely'.
29 August 2020
"Holding high office (for so many years) meant that you had done, and would have to continue doing, unpleasant things at times. Actions inconsistent with philosophic ideals. It was necessary, at such moments, to remember that one’s duty was to the empire, that weakness in power could undermine peace and order."
Guy Gavriel Kay, River of Stars
Day 28. |
We're close to the end of this year's RPGADAY and I'm still not convinced by the change in the format. It has definitely forced me to be more creative in my responses, but some of the words have been challenging. Then again, I've not really done this since the first one seven years ago, so who am I to complain. I much preferred Stronty Girl's Lockdown-Question-a-Day on the Tavern, because the crowdsourced questions were much closer to our hearts because they were our questions.
I love it when players get invested in their characters, and really close to them. I include myself in that for when I play and also when I'm running a significant NPC. That feeling when you hold your breath and hope that this dice roll isn't going to bring disaster on the character. The feeling when you take a decision that you know risks all, but you also know that it's what the character would do. So close that you're under the skin.
I think that this often gets easier the more often that you play a character; a four hour one-shot doesn't press the same buttons. It also helps when the character has had some form of growth; I think a steady progression of experience so that they're getting more and more competent pays off and makes you engage more. There are tricks that can draw you close to a one-shot character; strong notes in the descriptions, hooks to engage with other players and plots that draw them in, but I've always found the level of investment is less. What's your thoughts on this? Can you get the same investment for a one shot?
I think blogs like Guy Milner's Burn after Running have some great tips to drive engagement, so definitely check that out if you haven't.
28 August 2020
Day 27. |
"Rivers and mountains can be lost, regained, lost once more. Mostly, they endure. We are not gods. We make mistakes. We do not live very long. Sometimes someone grinds ink, mixes it with water, arranges paper, takes up a brush to record our time, our days, and we are given another life in those words."
Guy Gavriel Kay, River of Stars
Day 26. |
It's weird having D&D (and by definition roleplaying games) going much more mainstream. Even in the 1970s/1980s peak, it was seen as something strange and different, something geeky. And now the geeks have inherited the earth. I can talk about the hobby at work, and it's not viewed as being odd or strange. It's accepted. It's normal. It may not be at the centre of the mainstream, but it's floating along, adjacent to the media that promotes it and similar paths such as boardgames.
I used to enjoy being an outsider when I ran a Mac after I graduated. It was different, it felt special; I was strange and listening to my own tune. Probably a very extended, symphonic prog-rock tune, but I had a clique that knew and understood the strange stuff I was into. These days, the Mac is mainstream, and sometimes I regret that. I hope that the acceptance of gaming doesn't bring the same feeling.
26 August 2020
Day 25. |
Sometimes you need a lever to raise the game to a higher level. You see this a lot in the more independent games. Powered by the Apocalypse engined games do this wonderfully with the dedicated moves in playbooks. These tell you what the character is all about and what they do. The bonds and relationships serve a similar purpose. They help you to engage with character and what they are for.
In many games using this engine, the characters are unique; you can't have two characters with the same playbook. What makes you special is very clear.
Another lever in Powered by the Apocalypse games is the inherent "Yes, but..." built into the mechanics. This gives you choices and also adds complications which drive the plot and the imagination.
The game engine drives interaction and story.
That's not saying that other systems - D&D5e or Mongoose Traveller 2nd Edition, for example - don't do this, but they rely much more on the players (or the GM upfront with pre-generated characters and backgrounds) to drive this. In the Apocalypse Engine, this is built in.
I played a wonderful game of Cartel at Revelation. The four hours we played felt like we'd been in a mini-series and were invested in the characters. We didn't do any real preparation, and Nigel - our GM - had some outline notes and beats, but the story and relationships flowed from the relationships we'd defined and the moves that we had. Brilliant stuff; the rules provide a lever to get a level of immersion and investment that would take many sessions in a more traditional system.
I like that elements from this type of game are starting to appear in more traditional games. We all need levers for our minds sometimes.
25 August 2020
Day 24. |
Games that are meant to be funny terrify me as a GM. I always worry that I will make a mess of them. It's the huge mental block which has stopped me getting the sublime The Dying Earth roleplaying game to the table. Every time I look at it, I fear that I won't give the players what they want from it. Intellectually, I know that it's as much a challenge for them as for me, but the fear remains. One of these days I will re-read the game and get it to the table. I own everything for the system so I really owe it to myself.
That aside, I did manage to run Paranoia well and we had a lot of laughs with it as teenage gamers at school, with both the first and second editions of the game. I did buy the current version, but decided that I was unlikely to get it to the table as there was far too much that was ahead of it.
Usually, I find that the humour comes out of situations going bad, with or without dice rolls. It's always wonderful to see someone (including myself) digging themselves deeper into a hole when they really should stop.
24 August 2020
Notes from a session - spoiler free |
Day 23. |
I dislike it intensely when people start to spout gaming theory with arrogance. They proselytise that they have the one true way and that anyone who disagrees is wrong, possibly stupid or - in some cases - immoral. Gaming is a hobby that we do for fun. Different people enjoy different things; none of the various gaming engines is better or worse than others except at a personal level. Provocation and conflict don't serve us as a community.
Pathfinder has too much crunch to float my boat, but I respect that people enjoy it and I'm certain that I could have a great time playing it if I engaged. I have no urge to run or play Vampire but I've enjoyed it in the past, and understand the buttons it can press. I love SF games, but the FFG and d20 Star Wars games never drew me in. Traveller T20 was a step too far for me.
Our experiences shape our preferences, but they remain our experience.
I used to enjoy the gaming theory discussions on the Forge and there was some really good, thought-provoking stuff there. I hated the arrogance and pretension with which much of it was delivered and eventually drifted away.
Games are about enjoyment. There is no one true way; if you and your group are enjoying it, then you're doing it right. If you enjoy state of the art games and engines, then that's a good thing, but it doesn't invalidate other people's choices. You don't have to live on the edge to have fun.
23 August 2020
Day 22. |
I rarely come out of running a game feeling bad about it, but when I do it can put me into a very self-reflective mood. I've had a couple of convention games like this. Most of them, I've just reviewed what happened and went wrong, but a couple knocked my confidence to the point that I questioned whether I should be running.
"Tales have many strands, smaller, larger. An incidental figure in one story is living through the drama and passion of his or her own life and death."
"Every single tale carries within it many others, noted in passing, hinted at, entirely overlooked. Every life has moments when it branches, importantly (even if only for one person), and every one of those branches will have offered a different story."
Day 21. |
Sometimes, even the most experienced players need a push to engage with the scenario. I saw this partway through our last Esoterrorists campaign when Richard (our GM) presented us with the clues that definitively said that our characters needed to go into an active Ebola hotspot. We spent most of the game session talking around it, probably nearly two hours of procrastination. Not one of us wanted our characters to go there; we were invested in them and the horror of that flesh-eating disease just made everyone shudder. We debated the other clues we had, whether we could go elsewhere, could we avoid this somehow. Rich sat and quietly fumed, getting increasingly frustrated.
Eventually, his patience broke and he let his frustration become apparent. And that was enough of a push for us to engage back into the plot, overcoming the innate fears of the players for their character's safety. It showed that sometimes, even with an experienced group, the GM needs to give them a little push out of the door. Once they start to fall, they become more concerned with making sure the parachute works and picking the right landing site than their fear of falling.
(As an aside, I'd love to see another Esoterrorists campaign from Pelgrane Press, as we've used all theirs up).
21 August 2020
We arrived in Devon in the face of wind and rain, but warm weather. The resulting views were gorgeous and Nathan, my Dad and myself went out to have a good look around. After a long drive, it was exactly what we needed.
Day 20. |
Investigative games are the ones that really float my boat; it doesn't have to be something like Call of Cthulhu (indeed, these days I'd prefer it wasn't) where the game is entirely focussed around an investigation, it just has to have elements where I need to start to connect the plot together to find our way through it. I get far more satisfaction from the connections towards a solution than I get from combat and battles.
Google Keep solution - minor spoilers for Mercy of the Icons. |
My weakness as a player is that my characters will tend towards behaving as investigators; this came to the forefront during the recent Coriolis campaign when we were investigating a murder. My character was more of a Han Solo type, but in the end, I ended up starting to push the investigation because we weren't getting anywhere. I felt that I'd failed from a player because of that, but it was necessary to drive the plot. I started to address this through a simple shared Google Keep file so we could all see the plot threads and it wasn't my character who was always pushing it.
Scapple investigation (minor spoilers for Profane Miracles for the Esoterrorists) |
When playing more complex investigation focussed campaigns, I've also tended to use Scapple as a tool to connect the threads of the investigation in a way that everyone can see. It's quite flexible as a way of organising your notes for an adventure. I've used this heavily for The Esoterrorists during the multiple campaigns that I've played.
These days, I'd rather be playing The Esoterrorists, Vaesen, Liminal or Delta Green over Call of Cthulhu. I enjoy the game engines more. I do think that Gumshoe's conceit that 'you will always get the clue' is just how decent GMs have run investigative games anyway; the mechanics should not block progression. I do have a hankering to try something mad like running Eternal Lies for Trail of Cthulhu using the Cthulhu Hack. Having run Cthulhu City at Furnace using the game, I think that it would work well. However, I suspect that the challenge of finding a group that has the commitment to play a campaign that large and also to try it in a different system will prove difficult.
I tried out 7th Edition Call of Cthulhu at Continuum and enjoyed the game. I do think that the tweaks to the engine have improved it, but it was very much the classic 'you all investigate something you have no idea about and go mad or die'. I look at the two large core rules books on my shelf and then compare them to the boxed set of 2nd Edition that sits beside them, and the enthusiasm wilts. I think the Delta Green game engine is significantly slicker and better than 7th edition. I enjoyed running it for my Stranger Things / Delta Green mashup at North Star. It also held up from a player perspective.
I'd always rather investigate rather than fight. Although the latter does become necessary.
20 August 2020
Day 19. |
Day 18. |
Meet.
The first gaming meet that I attended was Dragonmeet 85 at Manchester University. It was the last Dragonmeet until the format was resurrected in 2000. Aged fourteen or fifteen, my mum drove me there (we lived about 20 miles away) and had the patience to take me around the convention. God knows what she actually thought of it, but I'm glad she took me there (and encouraged my weird hobby).
I can remember finding a copy of the American cover version of Runequest 2, which left me overjoyed. Runequest 3 was either out or just about to come out and there was no way that I could afford that. I browsed through the trading hall and went to a seminar with Marcus L Rowland (one of the scenario authors I really liked, who was hugely prolific and is still around on the scene these days). I didn't actually get to play a game, but I really enjoyed myself. However, I didn't really start going to conventions properly until after I graduated when I discovered Continuum's predecessors and TravCon.
Again, I can't believe the patience and love that my mum showed taking me to an event like that. She was (and is) brilliant for encouraging me.
18 August 2020
Day 17. |
Before I start this, it's interesting to see that Autocratik, the creator of #RPGADAY has also fallen behind on his posts for this, and has put some to one side because he's struggling to find something to say about the word.
Comfort.
What things in gaming give me comfort? Traveller, obviously, but that's too easy.
One area which gives me comfort and enjoyment is exploring different D&D/OSR campaigns. I have more than enough of them to last me for the rest of my life (unless I manage to get myself digitally uploaded) but enjoy reading them. Some people like comics, some people like pulpy fantasy, but I love a good campaign or scenario. The bug started when I discovered Dungeon World, a slippery slope which has resulted in me starting to run D&D5e amongst other things. I started to pick up D&D/OSR scenarios with a view to hacking them. It started with the modules that I'd run and played at school and developed from there.
I picked up a lot of OSR material ranging from pay-what-you-want PDFs up to gorgeous almost-art books. There is some really creative material out there, and it's lovely to read and play. Hot Springs Island, Electric Bastionland, Silent Titans, Ultra Violet Grasslands, The Hill Cantons...
I'm still gutted that I'm unlikely to get some of the LotFP/Zak S books to the table because of the toxic nature of the company and the author because they are very unique. I can't see any of my friends wanting to play them and they're dead as far as conventions are concerned.
I follow a few dangerous blogs which review lots of D&D adventures; Ten Foot Pole is generally a good but acerbic start, but their recent review of a Cthulhu Hack book left me surprised. I need to read the book involved to see if I think it's fair. Actually, I follow far too many gaming blogs (having just checked Feedly there are 392!), but that's another story.
So, I have a D&D module habit, and I can't see it going away sometime soon.
17 August 2020
Day 16. |
Dramatic.
Dramatic situations happen in roleplaying games for a variety of reasons; the plot, the mechanics, and the players (or a combination) are usually the drivers.
The plot drives dramatic situations in obvious ways; assets are put on collision courses, obstacles are there to be beaten, and the plot drives towards a conclusion with the players usually seeking to derail it. This is where all your planning and co-creation pays off.
Mechanics drive drama when the characters are up against the wall; your resources are spent (I'm looking at you, Gumshoe), you're down to the last few hit or sanity points, and the tension rises. You can feel everyone holding their breath as that critical role is made. Of course, from a GM's perspective, mechanics can feel like they have the opposite effect when the players are a bit canny. The perfectly planned and escalated heist; the legitimate exploitation of mechanics to gain an advantage and succeed, undermining the big climax. But this is still dramatic; the players know that they've outfoxed their enemy, they've hit their six to win the game. In fact, if you tell them just how well they've done you'll have them recounting the tale of how they destroyed the big bad without a hair on their heads being hurt. They will have assumed the worst, and beaten it. This, to me, is a good thing.
Players creating dramatic situations is gold-dust. Many of the best roleplaying experiences that I have had have been when the players run with the situation and commit to it, often playing their character despite the risk that it puts them in. We know that they are placing themselves at risk, and await the outcome.
Plot and mechanics are much easier for a GM to influence than the players. Yes, you can create situations but the players need to go there. I find that it works best to have bonds, objectives and other personality elements to create this. In a convention game, it could be a simple as setting up the characters so there is a reason for them to rub up against each other and generate sparks. Many of the Powered by the Apocalypse games do this very well, as part of their design. Their adoption of failing forward also helps fuel the situations that the characters encounter, raising stakes and drama.
I think that different games have different strengths on how they draw the players to experience dramatic situations through their characters.
Which way do you prefer?
16 August 2020
Having to amend my workflow a bit at the moment, thanks to the current COVID-19 impact. I'd got the iMac restored and installed on the Mac mini, which is lovely. Currently on Mojave as I'm trying to decide whether I'm happy to lose the various apps which haven't made the 64-bit jump.
However, access to the Mac mini is a bit restricted; Jill is using the office/spare room to work from, and that means that she is set up with another computer connected to the monitor through a switcher, and has all her paperwork there. I can get to use the desk in the evenings, but it's not quite as simple as it was.
As I'm starting to travel with work, I'd mulled over getting a secondhand MacBook, but ultimately decided against it due to the cost of a decent model. My 2008 unibody aluminium MacBook is lovely, but struggles for battery life and is huge. I don't want to lug it around. The other reason to delay on a Mac is the transition to ARM processors aka 'Apple Silicon'; I think I've bought my last Intel chipped Mac.
I'm eyeing up a better Chromebook, with a 13" form factor. Current favourite is the Asus C434, which puts a 14" Full HD screen in a 13" form factor. It's about 3x faster on benchmarks than my stalwart Lenovo N23 Yoga. I'd considered a Lenovo Ideabook Duet (a Chromebook tablet with a clip-on keyboard a bit like the iPad) but it's really too small for what I want to do.
So what do I want to do with the Chromebook? I want to use it to write with, to do some surfing, and to join in and run online games using VTTs (virtual table tops) like Roll20, Foundry and Let's Role. Discord is sorted via the Android app. The N23 will do this, but can get a bit sluggish and the screen is only 1366 x 768, which leaves it wanting for running games. Perfectly useable for playing if you push the resolution up virtually. I'll make a decision at the end of the summer, after a break on what I'm getting. It needs to have everything I need when away from home, as I'll be running Curse of Strahd from September.
Anyway, the limited access to the Mac mini means that I will primarily use it for layout work and some editing at the weekend (I'm typing on it at the moment), rather than as my primary machine. It also means that - rather than Ulysses or Scrivener - some of the projects will move onto Google Docs. I did this with Lyonesse and it worked fine. I love the all-in-one approach of Scrivener, but that will have to wait.
16th August 2020
Day 15. |
Frame.
The best campaign settings are frameworks with space for the GM to explore.
The best scenarios are full of sharply focussed, easily parsed details.
Both of them act as a frame for a GM to build their game upon.
When the spaces between the frame are all filled in, the space for creativity is stifled in a campaign.
When the spaces between the frame are all filled in, the scenario risks being lost in a wall of information that inhibits its use at the table.
Taken to extremes, you end up with the intimidating wall of canon that well-developed settings such as Glorantha and Traveller can present to new GMs and players. Of course, the solution is to start small and make it your own, but there's always that fear that you may be doing something wrong.
Chris McDowall makes a very pertinent argument that the setting should serve the game, and not the opposite, in a recent blog post. His recent RPG, Electric Bastionland (which I reviewed here) is a great example of the setting lore being presented through the characters, a framework for creativity rather than a straightjacket of detail.
Give me campaign books like Rim of Fire, rather than the Spinward Marches. The former is a framework full of ideas and inspirations, the latter a detailed gazetteer that creates a vast, fully defined area (and actually contradicts other sources because there's so much detail checking it is a nightmare).
Give me a framework to excite my mind, to inspire creativity, to build upon.
15 August 2020
Vaesen - atmospheric Nordic Horror. |
TL;DR: I really like this game. Throughout reading Vaesen, it was giving me ideas for mysteries to run. The streamlined version of the Year Zero Engine is light enough to work well, and the nature of the Vaesen gives the game a unique feel. I love the way the Mythic North is presented, giving just enough detail a hook a game around and enough space to make it easily your own. The somewhen in the nineteenth century approach is brilliant, giving a soft focus setting that has plenty of atmosphere. I'm going to run this soon.
Fria Ligan had me with Vaesen right from the first image they used for the Kickstarter. Enigmatic, beautiful and scary, the artwork drew me straight in. I loved the concept of a more mythically led horror game; all to often, roleplaying horror games default to Lovecraftian starkness. This was more layered, more nuanced.
The image that hooked me. |
Vaesen have four stats; might, body control, magic and manipulation. They cannot push rolls. They also have a fear value which characters have to resist the first time the Vaesen is revealed or become terrified (fleeing, fainting, freezing or attacking). Each Vaesen has a list of conditions that they will take if they are damaged. Their magical powers are described, along with the ritual which will banish the creature. There's also a secret which will complicate the ritual. Finally, a number of examples of conflicts involving that Vaesen are given. Of course, it's beautifully illustrated by Egerkrans. A key thing to note is that combat is not usually the solution; in most cases it will only gain you a temporary respite until the angered Vaesen returns.
A chapter is dedicated to how you design a mystery for the players to explore. It starts with the selection of the Vaesen and the source of the primary conflict between it and humanity. There will then usually be a secondary conflict which may engage into the character's dark secrets. It may be completely unrelated to the Vaesen but it will drive drama. The primary conflict will have began with some form of misdeed, prompting the Society to investigate. The location is decided, linked to the kind of Vaesen chosen and an appropriate map prepared. Elements to build atmosphere are selected to call upon in descriptions to raise player's engagement. Clues are then selected; central cases will solve the primary conflict, peripheral clues will flesh out what is going on. The text recommends having at least two places that each clue can be found and also ensuring the player's get it if the characters end up in the right place or person. Finally, a countdown is established - effectively the beats of the mystery that will happen if it is not averted. The ultimate catastrophe is also described if the characters fail.
A recommended structure for the mystery is given:
[1] A twenty-second Vaesen is presented in 'A Wicked Secret'.
A Wicked Secret. |
This compilation of four mysteries came from the stretch goals in the Vaesen Kickstarter and takes you all over Scandinavia investigating the Vaesen. It is an attractive 104 page hardcover book, beautifully illustrated and laid out. Each of the scenarios has a very distinct feel and I will focus on that rather than the stories inside.
The Silver of the Sea takes the characters to a remote northwestern island booming on the herring trade. There's a feel of the frontier in this, with icy seas and a potentially apocalyptic catastrophe.
A Wicked Secret is the title mystery, and my favourite. It evokes claustrophobic fear in the depths of the northern Swedish forests as the characters try to find out what caused a logging company agent to disappear and his colleague to lose his mind.
The Night Sow is set on a cold, snowy and windswept peninsular by the town of Molle, where a decadent and sinful hotel has scandalised polite society through such decadence as allowing men and women to share the same bathing beaches. Now something evil has come.
The Song of the Falling Star changes gear again, and the characters will find themselves in an Estonian spa town investigating what has driven a young mother to try and kill her first born child. This mixes cities with the older world which surrounds them and has more of a mythical feel than the others.
All of the mysteries follow the same structure outlined in the core book and have a unique feel. They're sandboxes with a countdown of beats and an ultimate catastrophe if the characters fail. This could prove fatal to them in some cases. The scenarios do not shy away from evil and darkness; there are satanists and more, and blood sacrifices. I'm looking forward to running some of these.
Recommended.
15 August 2020
Day 14. |
Day 13. |
Rest.
Although this will appear on the 13th's entry, I've had to take a 'rest' before writing this as I've been finishing off work before taking some time with the family.
Since the Guvnor moved further North, my gaming has mainly been at conventions and online. I'm happy with that, as it allows me to catch up with friends from across the country. At the start of the UK lockdown, online gaming went bonkers, with everyone starting to take to it. For balance, I have always tried to keep to a game a week (often two alternating games on different weeks) to minimise the family disruption.
Once COVID-19 hit, I found myself in three games; First Age's Coriolis, Dr Mitch's Liminal and Jag's Warhammer Fantasy Roleplay. Liminal was the surprise hit for me; we'd agreed to it as a throw-away, played a mini-series, and then came back a month or so later for another run. And we plan for another. We used Google Hangouts and then Google Meet for this.
Coriolis has been running since March when Curse of Strahd went on a break. We've played two of the scenarios from the adventure collection and then moved into the start of Mercy of the Icons. I love the setting, I love First Age's GMing and the players are great but it didn't quite come together until the end of the sequence we're playing through. I think that was partly our fault, as we weren't taking note of what was going on well enough to manage a fortnightly gap between games. I found it came together for me once I started a shared Google Keep file which has notes we could all add too. I'd struggled a bit with my character, who is meant to be a Han Solo type but is not that competent. He felt a bit like a spare wheel to start with (especially as the first two games were planet-side rather than on ships or at Coriolis station). When your main skills are about piloting ships, it can feel hard to shine in the game, especially when your secondary skills are someone else's primary thing. I had a good hard look at the character, and in the end, decided to stick with him as he was. I'd have liked to see a higher flow of XP during the game so we can grow, but I enjoyed playing and am looking forward to this coming back. We used Roll 20 for this.
The final game I was playing was Warhammer Fantasy Roleplay 4e, ably run by Jag using the Foundry VTT. We were playing the first instalment of the Enemy Within, 'Shadows over Bogenhafen'. I have to say that I really didn't like the WHFRP engine; the level of crunch and faff, and the general level of incompetence of our characters, left me cold. However, the way that Jag spun the tale, and the quality of the other players (two of whom I'd never played with before) kept me coming back. I will join in this when it restarts, but part of me really wishes it was being run using Warlock!
Anyway let's draw these back to the topic of the day; these have all finished, so I'm now on a 'rest' between games. I'll be returning online in September with Curse of Strahd and playing Vaesen. I'm missing my weekly catch-ups with friends. Perhaps I need to drop into the Mitchener Arms for a roleplaying fix.
13 August 2020
T2K - pressing the nostalgia buttons |
Growing up at the end of the Cold War, I always wanted to own a copy of first edition Twilight:2000 when I was a kid. I borrowed it from a friend at school and ended up managing to persuade my dad to do an illicit photocopy of it*. Using that set and my copy, we created characters and then realised that the system was pretty dire, so I ended up running a pretty freeform game using the skills as a suggestion. The imagery and feel of it has stuck with me.
There've been three more editions (and if I recall right, two versions of second edition) but none has worked mechanically for me. Seeing the forthcoming Fria Ligan version excites me. I've yet to see a game from them that doesn't work. Twilight:2000 may finally be getting the presentation that it deserves. Time will tell.
12 August 2020
*I finally picked it up much later when I was at University.
Day 12 - Message |
Message.
Sometimes I wonder about the gaming cliches. How many times does a Call of Cthulhu scenario start with a message from a distant relative/former student/fellow academic who asks for help? Or we have the legacy or will that leaves something mysterious. Even D&D is going this way with the message boards of Phandelver rather than its past cliche of a man approaching you in a pub (Traveller: Patron in starport bar).
How do we do better? Do we need to do better? Should we just accept that the forms are there as a way to ease us into the plot. Would starting in media res and flashing back be better and more fulfilling? Letting characters stumble onto the plot?
On balance, I think that the cliche of a message to hook you is for the best. It's like the femme fatale walking into the detective's room, with trouble following behind her.
12 August 2020
Day 11 - Stack? |
Day 10 - Want |
Want.
Do you suffer from GAS? Game Acquisition Syndrome is a common suffering for role-players and other hobbyists. We can be like magpies, focusing on the new shiny, only to discard it for the next, better thing.
These days, I do try to resist games (mainly as I have run out of storage and too many more threaten domestic harmony), especially those that I think I won't play. However, I do recognise that I also enjoy reading scenarios and campaigns looking for that mythical, perfect supplement.
I'm trying to start to reduce the space taken out by games I don't think I'll play again, but sometimes the nostalgia is strong (I'm looking at you Glorantha) or I really like the idea of the game and haven't managed to get it to the table (hello Dying Earth).
My favourite band, Marillion has some wise words on this topic.
"At the lowest ebb, of a person or a nation, the first seeds of later glory may sometimes be seen, looking back with a careful eye. At the absolute summit of accomplishment the insects chewing from within at the most extravagant sandalwood may be heard, if the nights are quiet enough."
Guy Gavriel Kay, Under Heaven
Day 9 - Light |
Light.
Less is more in RPG books.
Space around the text makes a book easier to parse and understand, letting the text breathe. It doesn't need to be white space, Fria Ligan's Alien does this very well with a black background [1]. If a text is dense and swamped by colour and complicated layout, you can't read it quickly and well.
It's a similar thing with the expression of the game's rules. They need to be presented authoritatively, succinctly and clearly. Rambling text that lacks a lightness of touch undermines the ability to find and reference material and to understand it quickly.
And don't ever present a game with the text and layout printed on greyness like Mongoose used to.
9 August 2020
[1] They do it less well in Coriolis, where finding anything in the book is a challenge. Fortunately, they have a great index which lets them get away with this. Usually their games are great from a layout perspective.
Warlock! Kingdom - a world to explore. |
I followed up the copy of Warlock! with the book that gives a flavour of the world that is hinted at in the text. It's an almost systemless setting book, so could easily be used with other fantasy games. This is the Kingdom supplement.
When it finally arrives, this will be a 111 page hardcover supplement, but the comments here are based upon the PDF. The book is to all intents and purposes black & white, but the page trims have a little colour in and it is printed on the higher quality paper.
Like the core book, there's a detailed table of contents.
The first 35 pages after that deal with the Kingdom itself and take the form of a gazetteer. It starts with a description of the Kingdom, and then drops you bang into a d20 random table of noisy and flavoursome street events to distract you with. There's then a description of the Royal Family (and how the King is now hardly ever seen, and the Queen and the King's chief advisor are now running the country day to day), before a discussion of the Traitor who was beaten in battle, but disappeared. The map of the peninsular that the Kingdom is in takes a two page spread, and is hits the nostalgia buttons well. Key locations from the map are described, with a selection of random tables and evocative artwork. This builds on the fact that the Kingdom is built on the ruins of several predecessors, the last one Elven. There's just enough information here to give you a flavour for each place and wet the imagination.
The next 40 pages are dedicated to Grim Biskerstaf, the town shown on the cover above. The map is reproduced with a two page spread with key locations. It's a port city, on the mighty Vessen River, latterly suffering from a new disease, the Blight. At this point, the blight mainly afflicts the poor, and those living higher up the hill are unaffected. Locations are described in a similar format to the gazetteer, often with random tables for ideas or small rules snippets (never drink Fire Brew, unless you're a student). Some of these tables give plot hooks; for example, the Cathedral has job postings on a tree outside.
A number of key organisations are described, starting with the Little Council. This is headed by Lord Keberond, the ranking noble of the City and nominally in charge. However, the Council thwarts him at every step and at the same time members bicker and struggle for influence. The College of Doors (a magical school), the Red King's Man (upstart religion), the Guard, and then noted citizens are all described. There are lots of throw-away lines for the imagination to feast on. Naturally, there is something nasty going on in town, but the players may never end up near it.
New careers are added for Dockers, Fish Warden's, Mudlarks, Night Watchmen, Publicans and Servants. There's a table of hirelings (no stats, just background), and then the book rounds out with ten adventure seeds on a random d20 table. They take the form of a description and then a set of questions.
All in all, a flavoursome book which presents just enough to get your imagination going. If you're looking for an example adventure, this isn't it, but there's plenty of meat here for a GM to start a campaign from. You could chose to use other settings (for example The Midderlands) if they float your boat more. However, this one has lots of merit.
Recommended, but not essential.
9 August 2020
Edit: My other Warlock reviews are here: