Showing posts with label Character Creation. Show all posts
Showing posts with label Character Creation. Show all posts

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]

Friday, July 26, 2013

Introducing New Games

Over on RPG.net there has recently been some talk about just how much GM-driven description is ideal for roleplaying games.  Some contend more description is better, others argue that too much description alienates players.  I think that if you play a campaign with some regular players, as a GM you probably have a good sense of which players enjoy description, and which are itching to interject and get started with their character’s interactions and the secret is finding the right balance to keep everyone happy.  But what about when you run a new game for the first time?  What about when you have a group of strangers at the table, as you might in a convention game?
New games often have an awful lot of information to convey.  Many have both a bespoke setting and a bespoke system.  Players will want to know from the moment they sit down, what sort of dice are needed?  What about character sheets?  Some will be focussed on the mechanics, seeking to draw comparisons with similar game systems, while others more interested in the setting, and the role of the PC’s.  And then there are many players who don’t engage at all from the outset, reserving judgement until later.
So, how to reconcile of the tension between a tremendous information dump, and not spending the first 30-45 minutes of the game talking about playing, rather than actually playing the game?  I personally find that an integrated approach works best, and here are the steps I generally employ as part of a 'pre-flight checklist' before every game.
  1. Be well prepared before the game.  Think about how to describe it, and make sure you have all the props (pre-generated characters, handouts etc.) printed and ready to go.  I usually try to have the below list on a single page, with some dot points for each heading to jog my memory about what I’m going to say.
  2. Talk about other stuff before the game.  Most important if you are running the game with strangers – it is important to get to know folks a little before the game begins and try and make sure everyone is comfortable  and engaged.  I usually ask about other games people have played, or other events at the ‘con.
  3. Start with a purpose statement.  A high level description of what the game is about and what role the character will play.  If the game is about investigation or problem solving, it’s important to emphasise this here, so that the players understand the game dynamic from the outset.
  4. Now it’s time to talk about system.  Unless you are using a system specifically designed for one-shots (Dread, Fiasco, EPOCH etc.) then you might need to consider making a cut-down or ‘lite’ version of the system and using only the mechanics that will actually be needed for the scenario you are running.  I try and customise character sheets where possible so only the information needed for the specific scenario is presented.  If combat is a major element of the game, I usually do a short introduction at this point, then revisit it later, when the characters have sheets in front of them, with an example in mind.  It’s important to keep this system description as short, and to-the-point as possible, and ask if there are any questions after each main point.  It’s likely there will be a recap of skill or combat rules when the scenario calls for this to occur, which should allow for additional reinforcement, and breaking up of the detail.
  5. Now the setting, where does the game take place?  If it’s a high-concept setting then I usually try and have examples of other popular media to draw on and then explain the differences.  What role do the characters have in that setting?  Particularly flag the way that NPCs are likely to react to them in the context of the scenario, so everyone is one the same page when the game begins.
  6. Break out the pre-generated characters or backgrounds. These should always be as short as possible, ideally no more than a couple of paragraphs.  More than that and it's likely that not all the players will absorb the details.  As an example, check out the way I set out pre-generated characters in Sundown, my Call of Cthulhu scenario of the Old West.  If you want the players to have more time to absorb the information, you might hand out the sheets at point 4 instead, but be aware that players may ignore subsequent description in favour of looking at their sheets.
  7. Finally it’s time to begin the game.  I usually introduce each character first, either with a dedicated vignette scene, or by framing their arrival at a destination, and asking the player to add additional details, like a description of their character, then prompt them to embellish this with some additional detail and mannerisms.  Hopefully this way, all of the players understand each other's characters and are ready to interact when the scenario first puts them together.

Sunday, November 20, 2011

Individual vs Collective

When running campaigns, there is often a tension between individual character spotlight time, and the needs of a group to work together and accomplish the broader strokes of the plot. In the simple terms of a traditional game this tension often reflects the difficulty between one player dominating the focus of the GM while others sit idle, and all the players interacting and being involved (to a greater or lesser extent).

As a player I’m not a fan of sitting idle – I do enjoy watching others play, but if the periods of inactivity are too pronounced, then I’ll start thinking of things I’d rather be doing. As a consequence I try and avoid too much downtime for people who play in my games, while trying to balance this against the need to maintain an element of realism for individual characters.

In the two campaigns I’m currently running, I recently noted two, fairly extreme, completely divergent examples.

Rogue Trader
In this game the system actually proscribes the formation of the group. There is one character - a Rogue Trader - who is commander of the spaceship, and who holds a warrant to trade, plunder and profit. The other characters are the executive officers, specialists who each have unique functions to support these aims. The published adventures for Rogue Trader are an interesting mix of challenges which allow each of these characters to shine, while maintaining the overall structure – with the specified aim of all characters seeking to increase the Rogue Trader’s Profit (which they can use to obtain goods and services). It’s an odd mix of capitalism in space, crossed with Pirates of the Caribbean.

The game has gone very well so far – although it’s still early days (4 sessions including an intro adventure with pre-generated characters). The players seem to have embraced their unique roles and advocate, in character, for their individual preferences, effectively accepting the construct of the setup. They must manage their crew and ship, and mutiny remains an ever-present challenge (as the crew number 20,000 NPC’s, the executive officers are perceived as the collective authority – regardless of their individual differences). The play, thus far, may have been influenced by the very colourful nature of the setting (while a little clichéd the pre-written material has been a lot of fun) and their previous player relationships, having spent several months together playing my pulp version of Masks of Nyarlathotep, but it seems that there is a sustainable basis for a solid campaign arc with this arrangement.

Reverie
This is my own superhero campaign which has run for around 12 sessions. After having experienced setbacks I discussed previously in this genre, with divergent character play detracting from collective play in Canberra Mayhem, I had tried to structure a background which bonded the characters together through their superpowers, with the proviso that as the characters had limited recollection of the previous arrangements, they were effectively ‘different people’ now and thus free to take whatever action they wished. I also foreshadowed this, and allowed a degree of influence over the shape of this historical background through using active ‘flashback’ scenes for individuals.

While this game has been fun, it has highlighted the fact that few of the players were willing to sacrifice their individual autonomy to any significant extent in exchange for a collective arrangement. The characters sometimes united to fight common enemies, but this was often not an easy arrangement, and as soon as the danger has passed they return to their own individual concerns. This was most evident in the last session, where the players had agreed out-of-character before the game that they would spend some time in-character discussing their future arrangements. Accordingly, I made sure that there were no major threats to detract from this dicusssion, and no urgent matters which would require the group to split up.

However, what eventuated was a series of unfortunate events which led one character to kill another, and two others to travel overseas. While dramatic, and perhaps appropriate to the style of the game, it seems likey that further play will be fragmentary and continue to involve a significant degree of player downtime.

Conclusions
Obviously two instances do not make a rule – but what I conclude from these examples, is that the balance between individual and group play should ideally be established early, and transparently, as attempting to introduce it later is likely to cause friction between the players perception of the character as an individual, and their willingness to sacrifice a degree of autonomy for the collective.

Equally, it's possible that some players simply prefer a specific style of interaction with a game, and you must carefully consider this when forming a group, or when having having initial discussions about the shape and arranagments of a campaign.

Friday, October 7, 2011

You Got Game?

It must be 'con season, beacuse there are a lot of really interesting posts around the place about writing 'con games. I particularly enjoyed Jacinta's post about the kind of people you might encounter in your 'con game. This is of particular interest to me because I'm working on some advice about overcoming some of the more common player-initiated problems that can cause games to de-rail. I've also been interested to follow Luke's progress on preparing his own 'con game 'Tears of Vykyris', particularly the idea that he will use 3 images instead of a traditional text blurb. Then there's DrBunnyHops who is detailing her thoughts about 'White Rabbit' a game which mixes sci-fi and parenting which obviously struck a chord with the punters, as all 9 player slots filled up in record time.



I'm about to pick up the pen and have a shot at writing my offering for Fright Night, which I also plan on running at Kapcon. I thought I'd try and detail my own thoughts about this process - albeit in a general rather than specific sense (I'd hate to spoil anything for potential players).

For me 'con games are about memorable scenes. Scenes where the players are fully engaged, living in the skin of their characters, confronted by challenges, with sufficient ownership to actually feel the ramifications of their decisions and interactions. My job (as GM or writer) is to secure that ownership, create the context, and then frame the challenge. Finally I need to be able to troubleshoot, tweak, extend, sharpen or otherwise tailor the scenario as it plays out, so that it delivers the desired experience.

So when I think about the game, I ask what kind of scenes are these? I don't mean specifically what scenes - unless I want to force a railroad I won't get to actually script a complete scene where meaningful encounters occur. That's the realm of directors and authors - but I can get a sense of the kind of events that might lead up to these scenes, the backdrop if you will. However, I also know that no matter how impressive my backdrop (players are never going to be impressed with settings for very long), the real action has to be played out by the characters, so along with a general idea of the scenes I want, I need to think about the protagonsists - the characters - their motivations, ambitions and circumstances.

As an example: in one of my Council of Champion's games there was an extremely memorable scene was aboard a transport plane en route to a lighter-than-air weapons platform controlled by a villain. But that wasn't important. What was important was that the 8-year-old son of two of the heroes had just picked up a firearm (borrowed from a gun-slinging hero) and this caused a massive confrontation between the parents about the kind of life their son should have. It was epic, and went to the heart of the real story - not the villains - but the way that heroes balance real concerns with their dangerous jobs. The responsibility of the team to be role models. The ethics of having a child in a dangerous situation. The very nature of being a superhero in a team with others. I couldn't have scripted that scene, and I couldn't have imagined that it would take place in the belly of a transport aircraft which was entirely unimportant to the plot. But I could decide that the role of the child in the team could be a major catalyst for action. I could shape the characters to be in conflict, and exacerbate this by involving more of the team than just the parents. I could script a plot where the characters were put under relentless pressure, and be ready for it to errupt. The players did the rest.


So, now I have a general idea about some of the scenes, and the characters who want to fill them, I need to do the hard yards. I need to get the characters into a position they can deliver the drama. Characters aren't ready to go from minute one - there's no context - their actions lack meaning. I need to let the characters develop - shape themselves - explore their repsonses and develop a group dynamic. To do this they need details, small challenges, tests, encounters where they can establish these traits. The more of these details I can bring, the more the players have become immersed in their characters, and immersed in the setting. We need a lot of detail, but we only need to apply it when necessary. Colours, smells, metaphors, lot's of descriptive elements and NPC's, people to help the players moderate their characters - benchmark their behaviour.

Next I need to think about how the scenes are going to play out. Players can spend hours just hanging out - but I don't have that kind of time. I've got 3 hours. If I'm running any kind of action, that's going to take time - I need a lot of detail. Each player needs an explicit opportunity to act, probably several, and I need to keep a track of their actions, reinforced through recap and narration, so I need to factor that in. Introduction scenes also take a lot of time - especially if you're encouraging the players to add their own descriptive elements. A first scene of a game often runs for a full hour after all the introductions/setting/rules stuff has been done. So I need to decide the key scenes are. how will the game end? Is it a climax? In which case, what are the scenes that will lead up to that climax? How will I communicate the ascending importance of these scenes? How much ability for I want to allow the players to improvise, or create their own scenes? What about small scenes - travelling, or just passing time. Players need space to breathe and characters need an opportunity to interact with each other.

Now I should have a skeleton. An outline of the scenario I'd like to run/write along with an idea of some of the characters and details that will populate it.

To be continued...

Thursday, July 21, 2011

Masks

Tonight I finished running the epic Masks of Nyarlathotep campaign for Call of Cthulhu. It’s not the first time I’ve run it – in fact it’s the third time – but it’s the first time in more than a decade I’ve revisited this Cthulhu classic, and I thought I’d share my approach and reflections.
I describe Masks as the James Bond Call of Cthulhu campaign. It features half a dozen exotic locales, improbable villains, deadly threats, all based around a fairly tenuous plot. In short – it is a blockbuster with all the good and bad that entails. The problem with this setup is the lethality of the campaign as written – I usually end up with a box full of character sheets donated by all the players whose characters have died or gone insane during the course of the campaign. Such a high character turnover can have negative impacts, stretching the already weak continuity of the chapters, diminishing player investment in characters, or even initiating ‘the Indiana Jones effect’.


To be fair to Masks, you have to consider the context of the campaign. It was written in 1984, when the gaming world was dominated by modules featuring monsters, treasure and dungeons. It added investigation, glamour and unusual encounters to this framework, even allowing the players to determine the order in which they resolved the chapters of the campaign. Since it's first edition it's had a whole chapter added along with a plethora of entertaining side adventures. Nevertheless, while innovative for its time, the campaign still has its fair share of linear plots, railroads and dungeons. In short - Masks is an imaginative classic that set the benchmark for all subsequent Cthulhu campaigns and continues to attract new Keepers, despite suffering from most of the pitfalls of old-school games. Judging by posts on the Yogsothoth forum there is pretty much at least one Masks campaign happening at any given time, someplace in the world – probably a lot more than that. The oft discussed fan-written Masks Companion has been years in the development and will apparently weigh in at more than twice the size of Masks.

As a GM, when facing the fairly harsh setup of Masks, you have three choices: play it straight and butcher a lot of PC’s; pull your punches and effectively run a watered down version of the game; or, change the game setup to support the campaign style. This run I chose the last option. I wanted more-or-less one set of characters to run through the campaign. I wanted to keep the continuity and play a style of game that supported the tenuous leads and unremitting, escalating and overwhelming danger of the campaign. So I designed the Pulp Cthulhu rules to support this style of game.




Players received an open cheque to create their characters – I wanted over-the-top characters and was willing to consider anything. Most players received a special advantage based on whatever background they came up with, all had the option of starting with Cthulhu Mythos and spells and everyone started with 1D3 Fate Points. Each fate point could be spent to avoid a catastrophic wound, reduce the impact of temporary insanity or gain 2D6 sanity points between chapters with an appropriate narration. In addition each Fate Point would generate a fortune point each session, which could be used to re-roll any failed skill check or automatically pass a luck roll. Characters gained 1 Fate Point for each chapter of Masks they completed.


Because I expected the characters would be a lot tougher I also introduced the major wound rule from Basic Roleplaying, which meant serious injuries would have consequences both in terms of stats and story for the characters, despite their hardy natures. And this system worked very well – we had a sorry collection of severed noses, horrific burns, major muscle damage and scars by the end to add plenty of colour to the characters journey.

All in all, it was immense fun. I greatly enjoyed the characters and the game, and loved traversing the familiar terrain of his campaign through a setup and system that better supported the game than in my previous outings. Many thanks to all the players who helped bring this game to life.

Campaign Statistics
Sessions Played: 16
Chapters: 7
Number of Players: 7
Number of Characters: 8 (plus Bullit the dog)
Total Fate Points Expended: 39
Fate Points Expended in Final Session: 12
Character Deaths: 0


EDIT: You can check out a players perspective of this campaign over at Andy's excellent blog.

Thursday, June 30, 2011

The Evolution of Superheroes

I’ve been a little quiet here of late, mostly due to venting my thoughts about gaming on Australian roleplaying boards in the great “system vs systemless ‘con game debate” that I seem to become enmeshed in annually. I’m not sure there’s much point in posting here about it, as I doubt folks reading this blog will care overly much about the issue.

Instead, I thought I’d document my process of setting up Reverie, a Superhero game I’ve now run a few sessions of, as an example of my current thinking about campaigns.

By way of introduction, I’ve been running superhero games on and off for a while now, but usually as short run games. My Council of Champions ‘con outings have been a lot of fun over the years – I designed a cast of powerful, famous, established superheroes with fairly complex relationships, and then let each group tackle the villanous challenge in their own ways, in as much of a sandbox style as possible. At the time these games represented what I thought were the best element of ‘con gaming. The ability to play complex characters, each with sufficient drama (incorporating both comedy and tragedy) to provide a satisfying interactions with the other PC’s and goals to drive them, as well as a powerful array of superpowers and the opportunity to devise unique and individual solutions to each challenge the game threw up.

Nowadays I see this style of character establishment as overly detailed and prescriptive – too brittle to be fit for purpose in a ‘con environment where I want to achieve 100% player activation. There is a danger the players feel they are being dictated to, and don’t ‘buy in’ sufficiently into the game space, or feel overwhelmed or confused by the complexity of the back-story. But, it was a useful exploration, and probably rates as the most consistently successful series of ‘con games I’ve run.

Next I ran ‘Potential’ a 3 part mini-series featuring a group of troubled youths who are experimented on whilst in juvenile detention, and develop superpowers. There were a lot of elements I was fairly proud of in this game, but it reinforced to me that a good origins story, which reveals meaning and purpose to seemingly random things like the development of superpowers, can really add to the depth of a game. I also borrowed an idea from Morgue, surveying the players about the kind of powers they wanted their characters to develop – without being specific – so I could reveal the powers during game-play. Ultimately, however, the anchors holding the group together were probably not sufficient to hold together the diverse and socially troubled kids the players developed meaning the 3 session limit was probably necessary without overly contriving the setup.

Then, in Australia I ran a year-long supers campaign ‘Mayhem’ using the M&M Paragons setup, with a lot of my own material. Again I surveyed for powers, but I also gave the players a second survey about the style of game they wanted to play, the level of system crunch, and a list of elements which they rated as either liking or disliking (robots, aliens, time-travel, realism etc.) This time I also designed a cohesive element to bind the players together more thoroughly, tied to the plot.

While this did prove more successful in providing a basis for the group to work together, the players (who did not really know each other before the game) designed characters whose individual plot interests often superseded the group action, meaning the characters frequently split, and gameplay suffered some pacing issues as I tried to juggle equal screen-time, and cater to individual stories. The crunch level of the system also proved challenging over a longer span game, as some players strongly engaged with the system, while others actively disliked it. I also tried casting a player as a supervillain – the idea was that the player wouldn’t go to most games but would be kept appraised of key plot elements remotely, send me what they wanted their character to do in response, and show up to key sessions for epic battles as appropriate. In practise however, the style of the game was a lot less over-the-top than I’d envisaged, and the supervillain player ended up playing most sessions, adding to the diversity of the game, but also adding to the load of individual scenes.

After Kapcon this year, and the enjoyable experience of running the 4th instalment of my Council of Champions game I thought I’d give it another shot. With Reverie I sent the two surveys I’d used previously (with some editing) and included a third to establish some basic character details which I’d use to include the initial plot.

As with Mayhem I wanted to create a sandbox experience, so the characters could choose almost any course of action, and be ready to plug an appropriate scene or encounter. But I also used the origins story to bring the group together in a way that would lead them to work together. Fortunately, this group was much more willing to embrace the group dynamic, probably due to their fairly extensive roleplaying experience. The group has also really engaged with making the characters their own – adding detail and even creating fictional Facebook accounts to interact outside the game space. I feel very privileged to have players willing to make that effort.

I've ditched M&M in favour of BASH Ultimate Edition - BASH does a good job of providing a simplified superhero system, but the math stemming from combat is still undersirable - it's probably on a par with the Difficult Check damage calculation in M&M, but I'd still like an even better fit...

In Reverie the origins story forms a major part of the plot, and I’ve tried to create something complex enough that the players will be interested to investigate and speculate about, but hopefully not so convoluted they give up (it’s a delicate balance). To do this I’ve used elements of the players own creation, balanced against a range of day-to-day concerns for the characters, and sufficient immediate danger to spur super-heroics. Because of the skill of the players, this is often more like conducting the game, than facilitating it – each instrument knows its part and adds to the overall harmony seamlessly.

What remains to be seen is how the game will evolve, because ultimately, once the detail of the origins story is laid bare, the players will need to take a more active ownership of the game. I only hope the second phase will be as enjoyable as the first phase has been.

Monday, February 7, 2011

Player Activation

Following some discussions of players and their impact on ‘con games with Mash, I was struck by Grandexperiment’s claim that he’d “never had a bad player experience at a Kapcon”. Clearly he and I may have different expectations and ideas about what makes a ‘bad’ experience, however, in the past I’ve certainly been guilty of blaming players when a session has felt flat or uninspired. As I work through some of the ideas around EPOCH I realise that player engagement must be a critical element of any successful horror game – the question is, what are the tools a GM needs to have readily available to help make this happen?

A brief detour back to 2009 when I ran a game at a university games day in Canberra. The roleplaying club needed to get a certain number of student members in order to qualify for funding for the year, so they has advertised widely and were offering a free pizza lunch as an incentive. I had decided to run a M&M supers scenario (the Proteus Plot) with my own mechanic for character creation which involved a degree of assisted narrative control; principally this allowed the players to tailor their own superhero characters and have shared authority over their ‘super team’ (I tried this again at Confusion 8). In this game I had 3 players who had never played a roleplaying game before - ever. They were there for the pizza. And yet these folks jumped into the shared narrative process. With a little prompting and scene setting from me, they deftly crafted characters, NPC’s and back stories, some better than the experienced roleplayers at the table. In fact, after the game got underway I forgot they were rookies until they tried to use narrative control to favourably influence the system mechanics for their characters.

What I took out of this experience was that, with the right tools and setup, people – irrespective of their experience - naturally engage with characters in a way that we’ve come to think of as ‘good’ play. So why, then, do we sometimes feel a convention game falls flat?

In a one-shot 3 hour roleplaying game, neither the premise nor the pre-generated characters are likely to create deliver a strong empathetic bond with a player. Compounded by the absurdity of the game premise, camouflaged by a system that restricts player interface in the interests of 'balance' and loaded with social inhibitors about expressing yourself before strangers; it's no surprise that some games become periods of tedium punctuated by occasional humour or farce at the expense of atmosphere.

I now believe that what we have to do is 'facilitate' the game in such a way that players can’t help but be 'activated'. That means we actually have to find ways to engage with them that allow them to feel comfortable - and for some people that's not going to be easy. If we keep a strong GM fiat, rules focus or adversarial approach, players have to decide to risk something in order to engage fully with the game, and many just won't. Because for some people a mediocre or even a crappy game is better than no game at all.

Thursday, July 1, 2010

These are the Games of Our Lives - Part Three

Running: Call of Cthulhu - Final Flight

I ran this Pagan scenario as a one-off session the other week. I found it was laden with good detail, but almost completely undone by a poor layout. It’s a simple adventure involving a plane flight and then an aftermath of about the same length. It’s a nice idea, but the scenario as written involves a dozen NPC fellow passengers, including cabin crew and a major villain. This was pretty challenging, and while the scenario thoughtfully provided me with a matrix of their stat’s it didn’t do the same for their personality elements or motivations, making it a pretty hair-raising experience.

Then the second part of the scenario really needs some work, tying in the fairly cool elements sketched out in the scenario into a comprehensive story. IMHO, add in a story tree of possible actions and responses, options for setting it somewhere else at another time, and some colourful and fun pre-generated characters and you’d have a really excellent ‘con game. As it stands it was fun, but unnecessarily hard work.

Running: WFRP 3e

So, I’ve been intimidated by the new edition of Warhammer Fantasy Roleplay since I purchased it. For those who don’t know, the game is played using a collection of cards, with relevant rules printed on them rather than having a rulebook as reference, and uses ‘special’ dice. I had played a game with Luke over Kapcon weekend, and wasn’t convinced that the game really did anything that 2e couldn’t do better, or that the special dice and card represented a worthwhile addition, given the associated mechanical hassle. However, having spent a decent chunk of money on it, I finally got up the courage to give it a run.

I ran it as written, rather than creating pre-gen’s like Luke did, as I don’t especially like reading rules in my free time, so was keen to learn with the players as we went (although obviously I did do some pre-reading).

The character creation session was extremely daunting. Players can spend their points on virtually any combination of statistic, wealth, or pick from a range of ‘action’ and ‘talent’ cards. By throwing it open like this, the players really need to read almost every card they might pick from in order to select the best value-for-points for their characters. Because they hadn’t played, this also meant that I needed to explain the rules as they went, so they had some idea of the relative merits of each selection. A huge job, made easier by the fact that the players, despite being a little overwhelmed, really engaged with the game.

Characters made, we then had just enough time for the into involving some brief roleplaying and a combat (I was determined to get the combat in so that the players could see how their choices worked in practice). It actually went very smoothly, and I was pleasantly surprised. The fight was flavourful and challenging, but I think ultimately a lot more empowering for the PC’s than a 2e equivalent would have been (at entry level that’d be rounds of everyone missing their targets).

I hope to get the next session under our belts next week. I am a little concerned as two of the players picked (and randomly chose) the Waywatcher and Swordmaster careers, which seems to make them pretty kick-ass in combat, when compared to the Gambler and Rat-Catcher. Story wise, appropriate, but I remember how incensed my 2e players were that some characters were better at combat than others – the idea that other characters are better in social situations, didn’t hold much sway. I’m also not convinced about abstract movement in combats where there are multiple attackers, nor do I find the monsters easy to run when there are many of them – however, time will tell if these kinks work themselves out.

Thursday, March 18, 2010

The Indiana Jones Effect

After some spirited discussion with the Grand Experiment about the merits of 4th Edition D&D in the comments of my first post, I need to pause for thought before posting the second part of my TPK post, which is about a D&D campaign.

In the interim, I’d like to briefly mention a phenomena which I’ve observed, largely in Call of Cthulhu games. Most players new to Cthulhu start the game with a quirky or interesting PC. An artist or author, professor or doctor – characters drawn, for the most part, from real life. These characters do well in the initial phase of the game, and are often successful investigators. However, while 85% of a Cthulhu game will be about investigation and character play, there usually comes a time when there is a confrontation, combat or even a monster to face.

When these worthy starting characters succumb to oblivion (hopefully not on their first outing), the next character will, most likely, bear a strong resemblance to Lucas’ Indiana Jones. A tough, whip toting, brawler who can handle most weapons, and would love nothing better than to roughhouse with cultists in the heart of their temple – and also probably knows his/her way around a library.

An entirely natural reaction to the death of a first character due to a failure of physical prowess.

But, of course, Call of Cthulhu is not kind to such innovation. A tougher character, willing to take risks and even be provocative, often meets the full might of the Mythos head on, and much like a meeting with a freight train, the results aren’t pretty.

The third character is then often a compromise. The player will take all the elements of the first kind of character, but make a small concession to violence in the form of an increased dodge or weapon skill – hopefully justified by character backstory.

I mention this phenomena not to pass judgement, just to observe that no matter our intentions when running games, and framing encounters, people will often view things on their own terms, and for some that means that character death, however noble, is a failure.

Thursday, March 11, 2010

D&D4E – To slick for it’s own good?

I’d like to provide a brief entrée while I’m preparing my post on the topic of the TPK. I play in an old-school D&D 4th Edition campaign. I’ve now played half a dozen sessions using the 4th edition rules (having previously played using 3.5E, 3E and 2nd ed.) and I’ve got to say that I think that with 4th edition, Wizards have outfoxed themselves. By making the game system heavily focussed around combat, and by making combat much easier to manage through the use of cards, I really haven’t engaged very much with the game system.

In 3.5 just creating a character would have had me flicking backwards and forwards through my D&D tomes, trying to find obscure passages, cross-checking feats and skill synergies. Now most people would argue this is a poor design for information, and they’d be right; but I will say that I felt a strong feeling of accomplishment by simply creating a character, and another for actually running that character through a combat (even though I would almost certainly have missed or miscalculated some bonus of other). With 4E the basic stats, a quick check of the equipment table and the cards seem like more than enough to get me through – so that’s what I’ve been doing.

Now my first two characters are dead, I have to admit that I don’t really care what my next character is – a decision I might have agonised over in 3.5 for some time, weighing options, and consulting yet more tomes. But in 4E I know that my new character will likely have very similar powers to the departed, and I just have to pick which button to press (card to play) each round - and I don’t suspect it will need much in the way of time or attention to create and run, which I suppose is a good thing, right?

I should clarify that it is early days of playing 4E and that I may yet become more attached to this sleek, plastic thing that’s eaten my old mongrel.