Showing posts with label Behind the Scenes. Show all posts
Showing posts with label Behind the Scenes. Show all posts

Sunday, January 24, 2021

Kapcon 30

This weekend I attended Kapcon 30, an annual, local, roleplaying convention (currently New Zealand does not have any restrictions on mass-gathering events). I've written about previous Kapcon thoughts and reflections here. For this 'con I offered to facilitate 3 sessions of Soaring Lions, my new professional wrestling game.

Promotional posters were tastefully exhibited

I think professional wrestling games work well in a one-shot 'con setting, as they encourage players to really unleash their creativity in a medium known for larger-than-life drama where no wrestler's concept is too wild or strange.  The format of a wrestling show provides a natural canvas for characters to ally, betray, smack-talk and throw-down with one another.

In the past I've run games like this using Joe J Prince's Piledrivers and Powerbombs, chokeslam of darkness edition which is an excellent game. For my own wrestling adventure I wanted to make the simplest possible system that would allow the players to focus on trying to compete both inside and outside the ring (if you're interested, I expand more about my design intent on the excellent Diceratalks podcast).   

Setup included a special ring-table for matches

For Kapcon 30 I offered space for up to 8 players per session and I wasn't disappointed by the response.  I had a great time, and I also was able to make a few minor refinements to the game document, to reflect some of the questions and comments made around the table (if you've already purchased Soaring Lions, a new version has automatically been added to your library).

Some of my highlights from the day included:

  • The Soaring Leviathan and the (BaldEagle squaring off in a match while a player waves a sign reading "I'm here for the air show"
  • Creepy jester Punchinelly faces off with soft-hearted brawler Polar Bear on a floating ice floe, surrounded by a ring of fire. 
  • The Velvet Volcano, a character usually full of rage discovers scientology and patiently explains it to a bewildered audience.
  • Powerball, a wrestler sent from the future to save the present is immortalised with a Powerball Memorial Title. Additional titles are added as the show proceeds including the Mega-Powerball Title and Ultra-Powerball Title.
  • Code 14, a child abandoned at a wrestling match and raised by the performers struggles to learn whether the villainous Professional is his real father (the paternity test results are suspended above the ring as part of a ladder match).
  • Crowd favourite Tractor Trent blows the production budget on a ring entrance that involves corn-stalks exploding into popcorn and a children's choir.
  • The hapless Hurricane fails to win a single glory point, despite a range of inventive uses of static electricity in ring entrances and a match at a mountain-top weather station.
  • The Opulent Boomer manages to convince his previous arch-nemesis the Invercargill Hipster that while he may have already ruined his future, there's still much he can teach.
  • Unrelated to Soaring Lions: being asked by a new player whether I've tried Wicked Lies & Alibis before?
Where legends were made...

The only downsides to the day were that I was completely exhausted afterwards, and i didn't really get much of a chance to catch up with old friends.  Perhaps I can do better next time...  roll on Kapcon 31!

Friday, December 22, 2017

Gaming in 2018

Here's a look ahead at my plans for gaming in 2018:

1. Complete The Enemy Within for Warhammer 3e
I recently posted my impressions of Fantasy Flight's 3rd Edition of Warhammer.  My group has completed the first of the four chapters of the campaign.  I plan to knock out the other three before finding a storage solution for the acres of cards that make up the game.  Thus far the campaign has had some great moments, although the layout and lack of maps and other documents and relatively linear plot make running the game harder than it need to be.

2. Pulp Cthulhu: The Two Headed Serpent
Call of Cthulhu is a staple in my gaming group, and I'm keen to dive into a new "high-octane globe-spanning" campaign using the new pulp-action rules for Cthulhu's 7th Edition.  If you're interested in a chapter-by-chapter review, as I did with Horror on the Orient Express, please let me know via the comments.

3. Playtesting Instruments of the Chrysanthemum Throne 
The secret to writing good games (in my opinion) is understanding the diversity of approaches, expectations and experience that players (and GMs) bring to the table.  The best way to do this is to test your game as widely as possible.  The initial playtests of Instruments have already revealed some major opportunities for improvement and there's plenty to do before the game is ready to be released.

4. Warhammer 4e
If there's any time left by the end of the year, and sufficient material has been published for Cubicle 7's new edition of Warhammer I'd ben keen to give it a whirl.

Wednesday, April 26, 2017

Players & Preferences

Most people come in roleplaying through a fairly informal process.  They play with friends, or join established groups.  While this kind of entry to gaming is fairly reliable in allowing people to identify the kinds of games they don’t enjoy, few groups actually have an explicit conversation about the kinds of gaming activities they enjoy most.  In fact I’d argue many people haven’t even given it a whole lot of thought.
And yet, when a group (collectively) fails to click with a game the consequences can be severe.  Perhaps more insidiously, groups might spend years playing games that, whilst enjoyable to some extent, don’t actually press their buttons.

This issue is compounded by the fact that within the group tastes may vary considerably, and that many people actually like a lot of different elements in different combinations.  Consider the following list for example:
  • Exploring ideas and concepts
  • Exploring settings or environments
  • Investigating mysteries and interacting with NPCs
  • Battling and defeating foes
  • Developing a story about the characters
  • Acquiring new powers, expertise or items
  • Interacting with the other players in character
  • Developing innovative solutions to intractable problems
The chances are good that most players will enjoy all these elements to some extent, but they probably also have several that they enjoy over the others.

Now consider the social inhibitions commonly associated with gaming.  The GM often runs the game they want to play without necessarily having regard to the preferences of the players, on the basis that they will invest more time into making the game successful.

Then there the myriad of complex relationships between players – are they friends outside the game?  Are some ‘tenured’ while others are relative newcomers?  Have some invested in specific game books?  Plus, the aforementioned possibility that they may not actually have given a whole lot of thought to their actual preferences, or simply enjoy the social activity irrespective of game.

So, how to reveal the preferences of players?  Here are two suggestions:

Explicit question: contact the players individually and ask them what kinds of activities they enjoy most; ideally as a hierarchy using a list like the above, as it’s likely that people will enjoy all of those activities to some extent, or in a particular context.

Observe and assess:  watch how your players respond to specific sessions containing different mixes of the above elements.  This will likely also reveal the group dynamic to some extent and give you a good feeling for where respective preferences sit around the table.

Suffice to say, that I’ve observed that the preferences of the players in my group (collectively) are not actually what I would have previously thought them to be, and since I’ve tried to find a game that better suits their preferences, people have been having more fun.

Saturday, April 11, 2015

Designer's Notes - Wicked Lies & Alibis

I recently launched a new game; Wicked Lies & Alibis, a whodunit roleplaying game set in the age of art deco.  I thought it might be interesting to briefly discuss how this game came about and the thinking behind some of the key design decisions that were made.

Inspiration
It all started when I was playtesting a new EPOCH scenario - Harvest - which was subsequently published in The Experiment Continues.  One of the suggested setups for the characters in the opening scene is that they are old friends who are travelling together to sprinkle the ashes of a recently deceased friend from the cliffs of her remote, coastal, hometown. This background served no purpose to the scenario beyond being a reason that the characters travel together to the town where the scenario begins

EPOCH is designed to encourage the players to construct interesting backstories for characters with a specific flashback mechanic.  As my playtest progressed the players began to focus on the story of the deceased friend, and created a Tarantinoesque story involving a drug-deal gone bad, double-crossing and finally death.  Each player used their flashback to show a different way in which the friend was badly injured during these escapades, but concluded with the friend being alive when they last saw them - implicating the other characters.

So engaging was this story of betrayal it came to compete with and even eclipse the scenario plot.  That led me to conclude that EPOCH worked pretty well to support this kind of a game. But what, I wondered, would a game that was explicitly designed to generate this kind of story look like?

I have always found it interesting that in most murder mystery stories the crime itself is fairly straightforward; the bulk of such stories are the lies, obfuscation and twists that the guilty, and not-guilty, weave in order to hide their secrets.  It seemed to me that there was a neat game experience to be had in recreating this kind of game for the tabletop, focussing on the human drama and secrets of the suspects, rather than the procedural aspects of following clues and deduction.


Characters
I started with character creation; EPOCH does a pretty good job of supporting the players to generate interesting concepts from a few card-based concepts which could be fleshed out in much greater detail over a single session, so I borrowed these mechanics - but there were a few tweaks I wanted to make.  For example, in the past I'd observed players complain they simply couldn't reconcile two randomly dealt character creation cards, and sometimes players would even agree to swap cards.  So, I decided it would be important to give the player several options so they could pick a combination of cards that suited them from the outset.  I also added a motive card which would have obvious importance for later in the game.

In EPOCH I suggest using a group relationship to help players establish an identity relative to one another.  For Wicked Lies & Albis I wanted this relationship to have a mechanical effect, so during the opening scenes each character can play a connection (which they specify) on another character, and both players look at each other’s secret motive and circumstance cards, binding them together in a way that enables them to help or incriminate one another later in the game.  During playtest this had the greatest impact when players established close relationships, particularly immediate family.  It also means that some characters might end up being heavily connected (and knowing a lot of other people’s secrets) which I think helps reflect the reality the way social groups actually work in real life.

The game itself is split into two parts.  The opening scenes serve to ease the players into their characters, and to interact in order to establish some basic relationships.  Another EPOCH device that I’ve slightly refined this is also where the GM does the scene setting and introduces the future victim, and at the conclusion, the means of their demise.

The System
The second part of the game is perhaps the real meat of the game experience.  I wanted the characters to be able to tell stories of the victim’s demise, and ultimately accuse each other – but I needed a way to balance the different skills and experience that players bring to the table, and create a story framework that was constrained enough that it could evolve over the course of the game, and where the key elements could be remembered by the players. 

My solution was to create a deck of accusation cards.  Each has an element that incriminates another character somewhat (for example the character has a violent temper or previously threatened to kill the victim), and a player draws three such cards in each of four rounds and choses one to play on another character at the table in order to incriminate them as the potential murderer.  Played cards remain on the table as a physical reminder of the story and where the weight of accusations sits. 

In the hands of some players these cards support the framing of a detailed flashback scene which culminates in an accusation; for others less interested in exercising narrative control, simply making the accusation across the table is sufficient.  There are also alibi cards that allow a player to cancel an accusation played on another character by providing an alibi, rather than making an accusation.

The key is that the accusations can fit any context that the players construct – for example we know the character of the actor has a violent temper because it has been narrated in an accusation that they assaulted a theatre critic who reviewed them poorly – now that we know the actor is violent and probably ambitious, so a further accusation might infer that perhaps the victim was preparing to fund their next theatrical outing and reneged at the last minute, or perhaps they were a beneficiary of the victim’s will and needed a cash injection to promote their career... As the accusations are played, we learn more about the character and their motive to murder.

So while the accusation cards provide elements of a story framework, the players are the ones who really shape the story.  Playing multiple accusations on a character allows players to build on one-another’s stories, and ultimately each is a vote for which of the emerging narratives is most compelling.  This is an unusual experience for the players as they begin the game with total autonomy over their character, but in the second part of the game, they give up some of this autonomy and gain a level of narrative power over other characters, while still remaining in the skin of their character. 

During this phase the GM takes a formal facilitation role through the NPC of the Great Detective, who already knows the identity of the murderer, but will only reveal this once the secrets of the key suspects, and their attempts to obfuscate the truth, have been laid bare.

Playtesting the game yielded a further element – players wanted to have the opportunity to respond immediately to accusation made against their character, by turning them back on their accuser.  So I added the Prime Suspect card (given to the character with the most accusations) which allows this to happen once per round, providing some disincentive to piling accusations on one character, while also providing a physical reminder of which character is soon to face charges for murder.  This all comes to a conclusion in a formal end scene, where each player provides a conclusion for their character.

Conclusion
So, how does this all work?  In my experience Wicked Lies & Alibis supports an almost entirely player-driven story experience, and balances interaction so that everyone at the table has a fairly equal degree of participation.  It manages this without needing a 10,000 word scenario or the threat of character elimination that is the modus operandi of EPOCH.  All the GM needs is a deck of cards, a one-page case summary and to have some idea about the Great Detective they want to portray.

That said, much like EPOCH, I imagine this won’t be a game for everyone, it’s pretty non-traditional, dispensing with attributes, skills and characteristics, and my perusal of relative sales status of DriveThruRPG titles suggests that while investigation is common in many popular RPGs, dedicated murder mystery RPGs don’t seem to have a huge following.  There’s also the need to assemble the deck, which is obviously a much higher bar to entry than simply grabbing your trusty dice and a pencil.

As always, it took much longer to pull together all the material I wanted to include than I initially imagined.  Following on from the example of EPOCH scenarios I wanted to offer some detailed facilitation notes to explain how to get the most from each phase of the game, and some summary materials to make the GM's life easy at the table (as a regular 'con GM I am a big advocate of simple reference sheets).  Then there is the historic context - I wanted to set this during the art deco period (mid 1920's- late 1930's) to parallel the 'golden age' of detective fiction, so I wanted to add a few historical details, but as this wouldn't be the focus of the game, I didn't want to get bogged down in this material, so I hit on the idea of introducing selected historical themes in the same way you'd introduce an NPC - some general details to enhance the flavour of the game.

So, that's a high-level overview of creating Wicked Lies & Alibis.  It makes it sound a much more orderly and planned experience than it actually was - at it's heart this is a game that evolved from a tabletop experience, and was refined through further gaming and experimentation.  

[Cross-Posted to Wicked Lies & Alibis]

Wednesday, February 11, 2015

Arkham Chronicles

I've started running the Arkham Chronicles for my gaming group.  It's a sandbox style Call of Cthulhu campaign which serves the purpose of familiarising us with the 7th Edition rules, creating some characters with real history, while also filling the time until we can begin Horror on the Orient Express (my copy still hasn't arrived) and I'm not inclined to begin the campaign proper until the 7th Edition Kickstarter has also delivered books to the table.

I've run a Call of Cthulhu sandbox campaign before, set in Kingsport, and found it to be a very rewarding experience, as the players really spend some time developing their characters until the whole group has a real feel for these people, which obviously makes for a more compelling time when they are faced with the sanity shattering dangers of the Mythos.

My approach is to select several scenarios and weave the key elements of each into the characters daily lives along with some mundane (and quirky) elements - for example one of the scenarios I'm using (Darkness Illuminated from the Island of Ignorance) mentions missing animals.  So, to put this thread into the path of the characters, the Mayor's wife hired PC Frank Cutter, a Private Investigator to find Mr. Pickles, her missing spaniel.  I also had a PC Sergeant Gatti of the Arkham National Guard witness a man being beaten by two mob thugs (and intervene) which is a reference to forthcoming elements from 7th.ed scenario Missed Dues and introduced some foreshadowing for the events from The Condemned in H.P. Lovecraft's Arkham.

The players then ultimately determine when their characters become more immersed in each scenario, which triggers the next series of planned events.  It works fairly well, as the balance of time at the table is spent on elements related directly or indirectly to horror, although the majority of each characters time is spent on the mundane tasks of daily life.  There is also an implicit sharing of authority with the players, as they can clearly see linkages between the things each character encounters, and can choose how their characters might come to realise such connections.

The only real negative (thus far) is that there is slightly more down-time for the players than I'd normally like (exacerbated by the fact I currently have 7 players!)  as each character has their spotlight time and moves through the events of their day.   Again there is an implicit suggestion that if the players want to have less downtime, they can work to have their characters link with others.  It's still early days yet, and it will be interesting to see how this game develops.

Monday, July 21, 2014

ENnie Awards - The Beautiful Agony

Being nominated for an ENnie Award is a big deal for a little publisher.  For those not familiar with the process, publishers of roleplaying game, podcasts, websites and the like can submit their products from the previous year for consideration by a panel of elected judges.  The Judges then read each publication, and debate amongst themselves which 5 of these products are sufficiently awesome to be nominated for an award (and in which category).  For a really interesting insight into the process of being an ENnie Judge, you might like to read this account on the Iron Tavern.

Once the nominees are announced the public have 10 days to vote for their favourites, with the top two products in each category being awarded a prize at the ENnie Awards Ceremony held at Gen Con.

Both of these mechanisms  are a little controversial - the selection of nominees is obviously a subjective assessment, albeit moderated somewhat by a group of people.  The voting process meanwhile is often seen as a popularity contest, with the big publishers being able to mobilise overwhelming support.

Last year EPOCH products were nominated in 4 categories (Best Rules, Best Electronic Book, Best Free Product & Product of the Year) and these nominations were both very gratifying and proved a big boost to interest in the game.

This year I was extremely pleased that War Stories, a collection of 5 scenarios set during wartime (a 155 page book or PDF with an RRP of $7.99, currently half price)  was nominated in the category of Best Adventure.  I was particularly proud when I reviewed the other 4 nominated titles:
  • Eternal Lies; an epic campaign for Trail of Cthulhu  (a 400-page hardback book or a 396-page PDF with an RRP of $49.95)
  • The Sense of the Sleight-of-Hand Man, A Dreamlands Campaign for Call of Cthulhu (a 294-page book or PDF with an RRP of $49.99)
  • Rise of the Drow, a mega-module for Pathfinder (a book of nearly 500 pages, with an RRP of $41.99 or $99 in print)
  • Razor Coast - Heart of the Razor, a collection of four adventures for Pathfinder (a 160 page book currently available for $29.99)
Some serious competition to say the least! All of these look like great products (so much so that I already own the first two).  So how does War Stories stack up? 
  • The first scenario in the book is FROM ABOVE AND BELOW, by Marcus Bone.  A thrilling plunge into the darkness and the horror that lurks beneath the trenches of the Western Front during the Great War.  I had a great time playtesting this scenario, and would love to try running it in the dark with each player wearing a head-lamp that is extinguished when their character is eliminated.
  • Next up is THE COLDEST WINTER by Mike Sands which thrusts the characters into the hostile climate and freezing forest in a brutal struggle for survival during the Russian invasion of Finland.  When I ran this game it had the feel of a true Russian epic which spanned the entire war experience for the surviving characters, and culminated in a suitably bleak ending.
  • Then it's HOME FRONT, Andrew Millar's homage to Dad's Army where the well-meaning Home Guard of the British village of Blakely are sent to secure the wreckage of a German bomber.  Although this scenario is truly creepy, I most remember the Inglorious Basterds style shootout, which was the epic climax to the tensions between the characters. 
  • Next is my scenario MASS DESTRUCTION which blends modern catastrophe with ancient evil, and which I've recently ran at Kapcon to good effect.
  • Finally, Liam Jones presents BEHIND THE MASK OF EVIL which draws on his own experiences of Peace operations in the Congo and adds a supernatural twist.  I loved playing this so much I used our playtests as an example of how to structure flashbacks.
So, although these scenarios were contributed by friends,  I think they've delivered an excellent package which will provide you with hours of quality gaming.  Can we win?  No. Like many small games EPOCH simply doesn't have a fan-base which can compete in a popular vote.  But I think it's clear that just being nominated is a victory in its own right.   

Voting for the 2014 ENnie Awards is open for the next 10 days, so no matter who you vote for, spend a few minutes to participate in the Beautiful Agony that is the ENnie Awards.

Tuesday, January 28, 2014

Structure Your Fun

Is it necessary for RPG scenarios and adventures to have a pre-established structure?  And more importantly, how does having a structure help a GM both read and run a game?,
 
Scenarios with a compartmentalised structure are - in my opinion - much easier to read, assess, compare and then run.  When looking for a scenario to run a short notice, my preference is to skim through the pages – looking for what seem like great scenes, then backtracking to check that the detail of how the scenes link seems to be coherent and workable for my players.  Then I skip to the end and check the finale, to see if it seems suitably memorable and pitched appropriately.  Passing those tests, I then read the scenario and make notes about how I’ll run it.  When the text runs together this assessment is much harder, and I need to make many more notes in order to run the game.

When I created EPOCH I set a set structure for scenarios - this was a layout that I felt had a dual purpose, both to provide a coherent story, while providing a clear vision for how the game would unfold, and to be usable when facilitating the game - allowing GMs to access information with ease.  This structure was based entirely on my own preferences, although I assumed the utility would be apparent to all.
 
I was wrong.  When I worked with other authors, I found that few of them submitted scenarios in any form that resembled the structure I had established for EPOCH scenarios.  Indeed most were in sharp contrast the rigorous divisions I had established.  
 
But what about other games?  Here are some examples from scenario collections, selected at random from my bookshelf.
 
Example 1: Call of Cthulhu (Terrors From Beyond)
In the past I have found scenarios for Call of Cthulhu to be a leading benchmark of quality in scenario structure.  They (almost uniformly) follow a similar structure, setting out a Keeper Background (which usually serves as a background and synopsis) followed by a section on 'Involving the Investigators' or 'Investigator background' which establishes the role of the characters in the scenario. Statistics for NPCs and monsters are usually found in the back (although sometimes on the body of the text as well).  This is pretty good, but the coherence and layout of the main body of each scenario can vary greatly.
 
Example 2: Trail of Cthulhu (Out of Space)
Expands a little on the traditional CoC format by including sections titled  'Hook' (how the characters are involved) 'The Awful/Horrible Truth' basically the same as a Keeper background section, then 'The Spine' (a paragraph by paragraph summary of the scenario scenes) then some variance between scenarios but generally a section titled 'Scenes' which contains the bulk of the scenario.  I think the addition of 'The Spine' is a significant improvement on the CoC formula.
 
Example 3: The Laundry (Black Bag Jobs)
No real coherent uniformity beyond a 'Mission overview' section which is usually a page or two into the scenario text, following a discussion of background elements.  Player handouts are at the end of each scenario. Thankfully most of the paragraphs are small and easy to digest.
 
Example 4: Rogue Trader (Edge of the Abyss)
No coherent uniformity beyond an appendix containing adversary statistics at the end of the book.  Ironically scenario two in the collection systematically establishes the setting, objectives and rewards for a series of encounters the characters can have providing a small oasis of order (and I found this was one of the easiest sections to facilitate when I actually ran this game). 
 
Example 5: Paranoia XP (Crash Priority)
No coherent uniformity although most scenarios have a 'Mission overview' section somewhere close to the beginning. 
 
My conclusion: few RPGs I examined imposed a systematic and consistent structure on scenarios written for their games.  I think this makes it more difficult for GMs to rapidly assess information and use it in gameplay, and increases the variance of the experience for players.  The ability of the GM to remember, prepare or bookmark key sections becomes much more significant and it is more likely that key details of the scenario are omitted, or changed on the fly by the GM.

Thursday, October 17, 2013

What Tabletop Games can learn from LARP

I had been planning a post on tabletop gaming versus live-action gaming, then Jenni went and stole my thunder.  However, the more I thought about it, the more I realised that what I actually wanted to explore was what lessons I think tabletop games can learn from theatre-form LARP.

LARP killed the tabletop star?
In my local roleplaying community LARP has been on the rise over recent years, and tabletop games and events have suffered diminished attendance when tabletop and LARP events clash.  Some tabletop GMs I know have complained that this has meant some of the more creative and immersive gamers in the community are now less likely to pull up a chair at their tabletop games at a ‘con when offered a LARP in the same slot.  Certainly the LARP community has been growing and flourishing in a way that the local tabletop community has not.  Why is this?  What makes LARP more appealing to some players than a tabletop experience?

There are many differences; some people enjoy costuming and set dressing (perhaps better termed 'immersion'), others prefer romance or intrigue plots, which are more elegantly executed in a live setting with a larger cast, than across a table with the GM playing multiple NPCs.  There’s not much tabletop can do to compete with this, but I do think there are some other things that tabletop can learn from the LARP experience.

Character Agency
In most parlour style LARPs players are given a high level of character agency.  They usually have a background, contacts and goals to try and achieve during the game.  From that point on, the player has almost complete control of their character.   There is usually little or no GM moderation, and often no interaction with a GM at all.   The players are effectively in charge of creating their own fun. This is a pretty big challenge to traditional tabletop games, although much less so to indie games.

This freedom can be very liberating, and I think the thing that tabletop games can take away from this is that many players enjoy a high degree of freedom in the way they explore their characters, and interact with plot.  To my mind this is pretty much the opposite of the ‘railroading’ common in many traditional tabletop outings.  Although I don’t think this means traditional games should move away from railroading entirely, I do think that there is cause to examine just how many assumptions, set-piece scenes and pre-determined outcomes feature in tabletop scenarios.  Do the characters genuinely have agency? If not, can some elements be constructed more flexibly to allow other outcomes?  Ideally a scenario should have a number of moving pieces, which can be added, removed, shifted, or replaced with entirely new character-generated pieces as required.

Rules Lite
Systems and rules are often extremely light in LARP.  In general they follow a principal that the rules should be secondary to interaction between characters and have as light a touch on the game as possible.  I think this is a principal that would enhance tabletop games for many players.  To be clear, some player like rules, mechanics and dice irrespective of the game or setting, but others are much more focused on story character and drama.  If you want your game to appeal to these players, the rules should support and enhance the game, not shackle and slow it. 

There are so many different rules and hacks available, that it should be possible to find the right kind of rules, for the right kind of game.  For example, in Trail of Cthulhu, a game about following clues, characters spend a relevant investigative point, mark it off their sheets, and narrate how it manifests, automatically earning the clue.  The system supports players rapidly accessing clues, and building some narrative details into the experience, while balancing their actions against a finite pool.  In EPOCH, during a Challenge Round players choose the level of injury or trauma their character sustains from cards in their hand, then narrate how this comes to pass  -the focus is on the impact of the challenge for the character, not the mechanical resolution to achieve this outcome.  In wrestling game Piledrivers and Powerbombs, ring scenes are simple and fast flowing, with players drawing playing cards, then holding or folding – promoting a narrative style combat without slowing the game for mathematical calculations, or the translation of actions into game-terms to apply a resolution.

So the question I think a tabletop GM should ask themselves of a scenario is: ‘what is the core activity of this scenario for the characters?’ then ensure the system being used is optimised or streamlined to enhance and support this activity.  It can be tough – we all have our favourite systems, but unless your players share this love, it is worth at least investigating other possibilities.

Sharing the Spotlight
Due to the high level of character agency in LARP, and the ability for multiple conversations and encounters to happen simultaneously, the amount of down-time in LARP can be pretty low.  Compare this with a tabletop game of say, 5 players where it is unlikely that more than 1 or 2 characters are narrating actions or speaking at once, and often the GM is speaking and all of the players are listening.  In this situation there is a high level of down-time for some players – particularly if there are folks in the game who enjoy the spotlight, and others who are quieter or more retiring. 

In some games, a less description from a player equates to a lower levels of action involving their character, meaning that both player and character are less involved in the scenario if they are overshadowed by others.  Both traditional and some indie games have tried to correct this balance through mechanics (e.g. combat rounds & character-specific powers or story points & narrative negotiations).  Nevertheless, there is generally going to be a higher degree of downtime in a tabletop game for the players.

In my view, the key to achieving a better balance is through game management by the GM – which is to say being aware of the amount of spotlight time each player/character is getting, and trying to balance this as much as possible.  In addition, encouraging the players to share or build on one-another’s narration, and interact more is likely to reduce downtime and mean the players are more engaged.  It’s not always easy, but it is an important step in making sure all the players are having a great time.

Thursday, October 10, 2013

One Year as a Micro-Publisher

This October marks the one year anniversary of my entry to the world of RPG publishing.  It has been an interesting 12 months, and I thought it might be useful for those interested in RPG publishing to post about what I did, what I didn’t do, and why.

To set the scene, my game EPOCH is about one-shot survival horror.  It is a traditional game (in that it has a GM and pre-written scenarios) but it doesn’t use dice, instead using a card based mechanism, controlled by the players, to determine character survival.  It doesn’t have a specific setting, rather it is a game about movie style horror.  A fuller description is here.  In addition to publishing in PDF form, the game also features print-on-demand softcover books and card decks. 


Things I Did

Regular Releases.  Taking a page from Fiasco, I wanted to maintain the momentum of EPOCH from the outset.  Therefore, I observed a fairly regular release schedule, which hopefully illustrated my commitment to the game and expanded the support to would-be purchasers, increasing the scenario count from 3 at launch, to 15.  Here is the schedule of the last 12 months:
  • October 2012 – EPOCH PDF
  • November 2012 – Fever Pitch Scenario PDF
  • December 2012 – Road Trip Scenario PDF
  • February 2013 – EPOCH Book and Cards Revised to include new art and formatting
  • March 2013 – EPOCH Print on Demand Book & Card Deck
  • March 2013 – Frontier of Fear Scenario Collection PDF
  • April 2013 – The Cold Shore Scenario PDF
  • June 2013 – Printer Friendly Cards Released for all PDF products
  • August 2013 – Frontier of Fear Print on Demand Book & Card Deck
  • September 2013 – War Stories Scenario Collection PDF
  • October 2013 – Shadows of Yesterday Scenario PDF
  • October 2013 – War Stories Print on Demand Book & Card Deck
Gave it away for free.  Right from the outset I wanted to give my rules maximum exposure and allow people to try them without having to pay anything.  Therefore, I released 3 scenarios, each with quick start rules and cards.  Did it work?  I really don’t know.  People have certainly been downloading the free products (free scenarios have been downloaded at a rate 3 times greater than EPOCH sales), but I haven’t heard much discussion of the free products, or received any reviews.  I assume people have downloaded them for a future rainy day…

Solicited Reviews.  Early on I identified independent and established folks who had reviewed other games, and approached a number to see if they’d be interested in reviewing EPOCH.  A number were and I was very pleased to receive some very positive reviews (collected here).

Talked about the game and why I created it.  I was approached for a couple of interviews (here and here), and had one of my posts on this blog about the creation of EPOCH incorporated into the RPG Review.

Ran my Game.  During this period I took EPOCH to local roleplaying conventions including Kapcon, Fright Night and Buckets of Dice.

Used the OneBookShelf.com Marketing Materials.  I fully availed myself of the publisher points and marketing options available via DriveThruRPG and RPGNow.  Most successful were sending out e-mails to customers about new releases and being featured in the e-mail newsletter.  Less effective (for me at least) were the banner and featured product options.

Discounted my game.  I took part in a number of sales during the 12 month period, and these did generate additional sales.

Maintained a web presence.  I have a simple blog website for EPOCH, and post regularly there.  As people have pointed out to me this is not exactly an elegant site, and I don’t even have a dedicated URL, but it is easy to maintain, free and updated regularly.

Submitted the game for awards.  Being nominated for a clutch of ENnie awards significantly increased sales in my products.  Obviously being nominated was hugely gratifying and as submitting an electronic product is free, this was a pretty great outcome.  The flip side, of course, is that given my following, relative to other nominees, winning an award was pretty much out of the question.  But a pretty dream nonetheless.

Things I Didn’t Do

Actively talked about my game in online fora.  I don’t have much of a profile in online RPG communities, and so have no reputation to speak of.  Talking about your game in a forum where you have no reputation, and have made no previous contribution is pretty poor form (in my opinion).  This means that in the majority of online RPG communities there has been no discussion about EPOCH, and without this word-of-mouth it is hard for any game to grow a following.

Made a video.  One comment I have received from several people is that they understand the game, but want to see how it actually works in practise and a video of a game session or similar could be a major asset.  I have thought about the idea, but video editing and appearing on camera is not something I am excited about, so it hasn’t happened yet.

Utilise social media.  I haven’t utilised Facebook for EPOCH (and only recently experimented with G+), and accept that this might be denying easy access and free marketing to interested folks.  Social media isn’t something I’m personally interested in.  I do use Twitter for regular updates about the game, although I’m not sure many folks beyond my immediate circle of friends pay much attention to my tweets.

Ran my game at major international conventions.  I would have loved to attend major ‘cons overseas to run sessions of EPOCH, and show off the game.  Unfortunately the cost of travel abroad is simply too high to justify such an extravagance.  I approached some Australian RPG conventions on Sydney and Melbourne to see if they’d be interested in having me attend and run games, as flights across the Tasman are more manageable, but my e-mails went unanswered.

Kickstarted.  A Kickstarter was not really an option for me (as it is not yet available to folks in Australasia) and I have no significant reputation or license to cash-in on.

Sold my game through other channels.  I have yet to branch out to sell EPOCH through other channels (including direct sales) and I’m not sure if it’s likely to have much impact considering the work involved.

State of Play

So, what next?  I have more EPOCH products planned, and have a lot of confidence in the quality of the game, and its ability to deliver what it promises.  I have yet to facilitate a bad session of EPOCH (although as Marcus has said, this may be because playing any game with its creator is likely to be fun, and is no guarantee that others can replicate the experience).

In terms of future sales, I am fairly sure that I have yet to break into the collective consciousness of the mainstream international RPG community.   My game is very specific, and tailored for a unique market (single-session non-traditional survival horror). Without influential folks who relentlessly champion your game online, to their friends and gaming communities, I don’t think it’s possible to make this leap, and I don’t seem to have reached many people who are active in this context beyond NZ.

Can I reach these folks?  Perhaps.  My game has a lot of moving parts, and unless you play or run it, I think it is hard to envisage how everything comes together. And it is hard for me to convince these folks to take the time to do this when I have no credible means to reach them - especially as there are so many other games out there. 

The flip side of this argument (evidenced by the reviews and award nominations), is that I think EPOCH is a strong enough offering that, if you do manage to play or run it, it will convince you of its merits.  So, perhaps there is some future potential to break into the mainstream market.  I guess time will tell.

Please feel free to post any questions or comments.

Wednesday, September 25, 2013

The Art of Game Preparation

In my opinion, the essence of a good roleplaying game is preparation.  In the past I’ve discussed a some essential elements for any convention RPG, including constructing a solid pitch the role of chance in your game, constructing memorable scenes, and running action sequences.  Today I’ll look at some of the small, but essential elements that can really enhance a game experience, if you take the time to prepare them beforehand.  While I wrote this from the perspective of running a scenario at a convention, the same level of preparation also enhances any campaign:

A Pre-Flight Checklist – I don’t leave home without a one-page sheet which summarises everything I want to convey to the players from the moment they sit down at the table.   I've previously described this in detail here.  By setting this down in dot points I make sure I don’t forget anything important, or have to slow the pace of the game later to cover off something I’ve forgotten to mention from the beginning.  I find the list helps me structure what would otherwise be a bit of a rambling monologue.

Timekeeping – a watch or clock is essential.  It can be remarkably hard to keep a track of time when facilitating a game, and it is fairly crucial that you keep your game to time, and aren’t forced to rush through the final scenes.  Timing is not an exact science, and checking your watch will likely mean the players check theirs and start thinking about their next game, so I usually try and be discreet about it.  I’ve noticed (as a player) that often somewhere between a quarter and a third of the total time allocation is spent on initial introductions and explanations.  In a game where establishing the characters is important (Fiasco, Apoclypse World, EPOCH) this is fine, but in more traditional games with pre-generated characters this often means that the final scenes suffer.

Maps – Maps serve two important functions.  First they obviously convey relative information about places, which can be useful to emphasise information already provided or illustrate simply something which would be complex to describe.  Second, they implicitly tell the players that their characters are on the right track or operating within the anticipated scope of the scenario.  I often find that maps can be a useful synopsis of key information both at player and character level.  The key is to have them be as simple as possible, to avoid having the map become a distraction for the players.

Pictures or Art – as with a map, a picture can convey a lot in a much simpler and more artful way than can easily be described aloud.  I particularly use pictures when there are multiple NPC’s in the scenario (and hold up a picture of which NPC is talking to be absolutely clear for the players) or when there are monsters which might prove challenging to describe (stay tuned for my forthcoming post on Cthulhu Mythos monsters as an example).  Art can also be useful to convey mood and setting information, something I note that the grand experiment has made particular use of when running his scenarios.  When I picked up his scenario to run at short notice, the pictures included instantly and powerfully communicated a lot of information about the style, setting and intent of the scenario.

Name Tags – regardless of whether the players know each other before your game, they will soon ideally be referring to their characters by name.  To enhance and encourage this, you ideally want to provide name tags so that players can read, at a glance, character names.  Whether these are labels, folded pieces of card or laminated badges, a small effort before the game can make it that much easier to embrace characterisation. 

GM Screen or Rules Reference – only rarely do I use a GM screen raised at the table as I think it dampens down the collegiality of the game (and I never roll dice behind a screen), but I often leave it lying flat and use the table for rules quick reference, but even having post-it notes in a rulebook would suffice.  The secret is to flag any rules which are complex and likely to crop up during the scenario, so the exact text is at your fingertips.  Ideally you will make the core rules accessible to the players as well, either by putting them on character sheets in short form, or creating tabletop quick reference guides.

The Basics – There are a couple of more basic things you should also cover off for an optimal experience; if your game uses dice, bring enough dice for everyone, you don’t want the game being slowed at a crucial moment while people go searching for their dice, or ask to borrow some.  Bring enough pens or pencils for all the players - again, waiting to get a pencil to track damage or write a note can slow the flow of a game. Consider laminating handouts or other materials to try and avoid the table becoming a sea of paper and minimise the damage of an inevitable drink spill incident.  Have a copy of the ‘con timetable nearby so that you know when your round begins and ends as well as small scraps of paper for notes (both for yourself and the players).  And obviously make sure you have a copy of the scenario, relevant rules and character sheets ready to go.

Is there anything I’ve missed?  Feel free to add your own tips on game prep, or comment on mine.