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.
Sunday, November 20, 2011
Saturday, November 12, 2011
Into the West
As I’ve mentioned previously, I recently wrote Sundown, a Call of Cthulhu adventure set in the Old West, as my Fright Night offering, and to celebrate the 30the Anniversary of the Call of Cthulhu roleplaying game. This is now available, free to download, via Chaosium or RPGNow/DriveThruRPG.

As you will see from my previous post about the anatomy of Call of Cthulhu adventures, I haven’t managed to steer away from the pitfalls of this kind of old-school offering entirely, in some-part because of the constraints of this scenario as a ‘con offering - although I have tried to flag them, where applicable. Thanks to all the playtesters who made this a memorable game to run.
Feedback welcome.

As you will see from my previous post about the anatomy of Call of Cthulhu adventures, I haven’t managed to steer away from the pitfalls of this kind of old-school offering entirely, in some-part because of the constraints of this scenario as a ‘con offering - although I have tried to flag them, where applicable. Thanks to all the playtesters who made this a memorable game to run.
Feedback welcome.
Labels:
Call of Cthulhu,
CoC,
Old School,
Pimpin,
Survival Horror,
Westerns
Sunday, October 30, 2011
Fright Night V
Okay, I’m interrupting my post on how I write ‘con games to detail my attendance at Fright Night 5, which happened this past weekend. But fear not solitary subscriber – I have included some detail about my creation of my ‘con scenario below which I will develop further in a subsequent post.

This was the fifth instalment of Fright Night, a one-night horror-con. I was facilitating Fright Night I, out of the country for Fright Nights II & III and posted about Fright Night IV here and here.
Round 1 – Miller’s Children
I signed up to play this game as the blurb sounded interesting, and Donna has often signed up to play in my games, and I thought it was high time to return the favour. I was given the character of Robbie to play, the oldest sibling, and something of a delinquent in a scenario which is very much 'Home Alone', with a magical twist.

I must give full credit to the other players. Ellen was a fantastic Carol - Robbie’s sister whose birthday was ruined. She was suitably annoying and particularly good at embarrassing Robbie. Stephanie did a great job with Krystal – Carol’s friend who had a little crush on Robbie, and constantly feuded with little Jamie (played by the effervescent Mike F.). Their feuding was totally hilarious and threatened to obscure the horror elements. Mike F. also deserves special credit for being disarmingly good at portraying a 7 year old and unexpectedly adding some sentimental sweetness to proceedings.
The scenario was good fun, we enjoyed the setup, although we may have caught Donna out with a few of our wackier ideas. The climax was a little frustrating for me, as I wasn’t in a position to really influence events, but it all ended well (in that we likely wound up in foster care). The scenario ran a little over two hours, so I decided to venture out for coffee and a little fresh air before launching into my game in the second round.
Round 2 – Sundown
This is the game I’ve been writing over the last few weeks. At this juncture I should point out that I decided to write this game as a Cthulhu adventure, which means it should to conform to a couple of conventions I’d probably not apply to a scenario for my own system:
1. There needs to be an investigative component. Cthulhu has always prided itself on offering the dual attractions of both appealing to problem-solvers and horror fans, potentially giving satisfaction on both levels.
2. There should be some reference to the Mythos – usually this is in the form of a Mythos entity encountered in the final scene of the adventure.
3. There should be a way of defeating said Mythos creature, or other villains, which transcends physical force.
4. There should be player handouts of some description.
Of course, you could throw all of these things out the window – but as I had decided to write this adventure as a scenario I’d like to publish, I decided that I’d try and incorporate these ideas to varying degrees, as well as using traditional pre-generated characters with a blurb, rather than employing my contemporary ideas about using framing scenes and objects to allow for greater player buy-in.

With this in mind I wrote up 8 pre-generated characters, folks from Tombstone who ride off in a posse to hunt a man that has committed a terrible murder. I put a bit of effort into creating come character tensions (with the obvious expectation that these may come to nothing if the players chose to ignore them) and then tried to tie as much of the scenario as I could into actual history and events of this era (another common element of Cthulhu scenarios). As this is a ‘con outing, it is actually a fairly traditional railroad – so I also created a couple of floating scenes to allow the players to choose to deviate from the expected path, and then hopefully choose to return to it.
The playtest went fairly well. The inter-character drama proved to be pitched at about the right level. The players seemed to enjoy the climax, and while some complained it seemed a little tough, I think it was an overall success. The playtest revealed several elements that I hadn’t paid enough attention to in the drafting, and I found that by refining these, the game looked a lot better. That said, I knew I couldn’t trust the playtest as these were players I run games for regularly, experienced Cthulhu players who knew the score and conceit of the genre and were willing to embrace it, as well as being fairly comfortable at playing together as a group.

On the night I was down to 4 players. Something I didn’t initially think would be a problem, but as I looked through the pre-generated characters I realised that I had linked them together more thoroughly than I had intended, and that the game would be so much richer if I could beg or borrow another couple of players. Fortunately Marcus was able to oblige me with Hannah and Ants, who were attired as zombie pirates! This was particularly fortuitous as I had arranged individual touch lights for illumination and the zombie make-up looked terrifying in the darkness, lit only dimly from beneath.
Just as we were about to start, Ants told me this was to be Hannah’s first ever tabletop roleplaying experience – and that I’d better not mess it up! Needless to say, I felt the pressure acutely (also, being threatened by a zombie pirate is scary stuff!).

The game went well. I think it was a richer and more dramatic run then the playtest (which is saying something as the playtest was pretty dramatic). The credit for this rests with the players who really embraced their roles. Bryn was fantastic as the bumbling doctor (blame the dice!) and put up with my comedic spotlighting with good humour, while Hannah did a great job as Marion, adding the memorable syphilis needles and ground-up turtle which I’ll definitely include in the published scenario. Scott, Mike and Ants really came through with their conflict, and even found a way to act heroically – which ultimately sealed their fate. I also really enjoyed the characterisation that Stephanie put into the School mistress, who she played almost exactly he way I had envisaged the character. I really enjoyed the game, and felt the story went almost exactly as I had hoped, and interestingly, mirrored the playtest almost exactly in structure and execution.
Now to write it up and get it published somewhere.
For further Fright night coverage see Luke's post here, Mash's post here, or Marcus' post here.

This was the fifth instalment of Fright Night, a one-night horror-con. I was facilitating Fright Night I, out of the country for Fright Nights II & III and posted about Fright Night IV here and here.
Round 1 – Miller’s Children
I signed up to play this game as the blurb sounded interesting, and Donna has often signed up to play in my games, and I thought it was high time to return the favour. I was given the character of Robbie to play, the oldest sibling, and something of a delinquent in a scenario which is very much 'Home Alone', with a magical twist.

I must give full credit to the other players. Ellen was a fantastic Carol - Robbie’s sister whose birthday was ruined. She was suitably annoying and particularly good at embarrassing Robbie. Stephanie did a great job with Krystal – Carol’s friend who had a little crush on Robbie, and constantly feuded with little Jamie (played by the effervescent Mike F.). Their feuding was totally hilarious and threatened to obscure the horror elements. Mike F. also deserves special credit for being disarmingly good at portraying a 7 year old and unexpectedly adding some sentimental sweetness to proceedings.
The scenario was good fun, we enjoyed the setup, although we may have caught Donna out with a few of our wackier ideas. The climax was a little frustrating for me, as I wasn’t in a position to really influence events, but it all ended well (in that we likely wound up in foster care). The scenario ran a little over two hours, so I decided to venture out for coffee and a little fresh air before launching into my game in the second round.
Round 2 – Sundown
This is the game I’ve been writing over the last few weeks. At this juncture I should point out that I decided to write this game as a Cthulhu adventure, which means it should to conform to a couple of conventions I’d probably not apply to a scenario for my own system:
1. There needs to be an investigative component. Cthulhu has always prided itself on offering the dual attractions of both appealing to problem-solvers and horror fans, potentially giving satisfaction on both levels.
2. There should be some reference to the Mythos – usually this is in the form of a Mythos entity encountered in the final scene of the adventure.
3. There should be a way of defeating said Mythos creature, or other villains, which transcends physical force.
4. There should be player handouts of some description.
Of course, you could throw all of these things out the window – but as I had decided to write this adventure as a scenario I’d like to publish, I decided that I’d try and incorporate these ideas to varying degrees, as well as using traditional pre-generated characters with a blurb, rather than employing my contemporary ideas about using framing scenes and objects to allow for greater player buy-in.

With this in mind I wrote up 8 pre-generated characters, folks from Tombstone who ride off in a posse to hunt a man that has committed a terrible murder. I put a bit of effort into creating come character tensions (with the obvious expectation that these may come to nothing if the players chose to ignore them) and then tried to tie as much of the scenario as I could into actual history and events of this era (another common element of Cthulhu scenarios). As this is a ‘con outing, it is actually a fairly traditional railroad – so I also created a couple of floating scenes to allow the players to choose to deviate from the expected path, and then hopefully choose to return to it.
The playtest went fairly well. The inter-character drama proved to be pitched at about the right level. The players seemed to enjoy the climax, and while some complained it seemed a little tough, I think it was an overall success. The playtest revealed several elements that I hadn’t paid enough attention to in the drafting, and I found that by refining these, the game looked a lot better. That said, I knew I couldn’t trust the playtest as these were players I run games for regularly, experienced Cthulhu players who knew the score and conceit of the genre and were willing to embrace it, as well as being fairly comfortable at playing together as a group.

On the night I was down to 4 players. Something I didn’t initially think would be a problem, but as I looked through the pre-generated characters I realised that I had linked them together more thoroughly than I had intended, and that the game would be so much richer if I could beg or borrow another couple of players. Fortunately Marcus was able to oblige me with Hannah and Ants, who were attired as zombie pirates! This was particularly fortuitous as I had arranged individual touch lights for illumination and the zombie make-up looked terrifying in the darkness, lit only dimly from beneath.
Just as we were about to start, Ants told me this was to be Hannah’s first ever tabletop roleplaying experience – and that I’d better not mess it up! Needless to say, I felt the pressure acutely (also, being threatened by a zombie pirate is scary stuff!).

The game went well. I think it was a richer and more dramatic run then the playtest (which is saying something as the playtest was pretty dramatic). The credit for this rests with the players who really embraced their roles. Bryn was fantastic as the bumbling doctor (blame the dice!) and put up with my comedic spotlighting with good humour, while Hannah did a great job as Marion, adding the memorable syphilis needles and ground-up turtle which I’ll definitely include in the published scenario. Scott, Mike and Ants really came through with their conflict, and even found a way to act heroically – which ultimately sealed their fate. I also really enjoyed the characterisation that Stephanie put into the School mistress, who she played almost exactly he way I had envisaged the character. I really enjoyed the game, and felt the story went almost exactly as I had hoped, and interestingly, mirrored the playtest almost exactly in structure and execution.
Now to write it up and get it published somewhere.
For further Fright night coverage see Luke's post here, Mash's post here, or Marcus' post here.
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...

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, September 29, 2011
Sullivan on the Mind
On March 25 I wrote a short introduction to the Sullivan Agency - a fictional agency I created to allow for a cohesive tool to justify the outrageously over-the-top characters the players had created for 'Masks of Nyarlathotep - Pulp Edition', and a way to funnel new characters, supplies and equipment to the characters while investigating mysteries and cults around the world, as well as provide them with a motive to keep going. I wrote:
"Colonel Grady Sullivan (Ret.) set up the Sullivan Agency in 1910 after a distinguished career in the US Army’s 7th Cavalry. Some in Washington noted that Sullivan’s sudden move to the private sector coincided closely with reports of a missing shipment of Mexican gold on the US border, and the subsequent Mexican revolution led by Pancho Villa who had often met with Sullivan in his role as División del Norte - whatever the truth of such rumours, the Sullivan Agency rapidly gained a reputation for employing men who get the job done.
Sullivan recruits professional, highly capable men with a variety of skills and talents. He expects his people to operate independently and make their own decisions to get the job done. The pay is good ($20 per day plus expenses) but the real reason you work for Sullivan is his connections. Sullivan has connections everywhere, and a personal recommendation from the Colonel can see you go far. Sullivan knows all the right people in Washington and London, and often has lunch with the governors and directors of major banks and investment firms. His friends prosper, and his enemies – well it’s best not to get on the wrong side of Grady Sullivan."
Last week Andy M. was in Paris on business, and he sent me the following picture:

Neat!
"Colonel Grady Sullivan (Ret.) set up the Sullivan Agency in 1910 after a distinguished career in the US Army’s 7th Cavalry. Some in Washington noted that Sullivan’s sudden move to the private sector coincided closely with reports of a missing shipment of Mexican gold on the US border, and the subsequent Mexican revolution led by Pancho Villa who had often met with Sullivan in his role as División del Norte - whatever the truth of such rumours, the Sullivan Agency rapidly gained a reputation for employing men who get the job done.
Sullivan recruits professional, highly capable men with a variety of skills and talents. He expects his people to operate independently and make their own decisions to get the job done. The pay is good ($20 per day plus expenses) but the real reason you work for Sullivan is his connections. Sullivan has connections everywhere, and a personal recommendation from the Colonel can see you go far. Sullivan knows all the right people in Washington and London, and often has lunch with the governors and directors of major banks and investment firms. His friends prosper, and his enemies – well it’s best not to get on the wrong side of Grady Sullivan."
Last week Andy M. was in Paris on business, and he sent me the following picture:
Neat!
Tuesday, September 27, 2011
Out Now
I’m pleased to say that ‘The Year’s Best Australian Fantasy & Horror 2010’ has now shipped and is available in glorious hardback and tradepaper editions. Inside you will find 33 stories and poems collected from Australia and New Zealand, as well as a genre overview for the year, including awards, novels, anthologies, industry news and a recommended reading list. I'm looking forward to reading the other contributions - you can buy a copy here.
Tuesday, August 30, 2011
August Update
It’s been a busy August for me. This despite having a vacation from running Cthulhu, and skipping a session of Reverie due to player absence. So here is a short update of August happenings:
Fright Night
Fright Night, Wellington's one night of horror roleplaying, is looking for GM’s. If you’ve got a great idea for a scenario, drop Marcus a line right now. Time is running out!
As a tribute to the 30th Anniversary of Call of Cthulhu I’ll be running an original game (which I plan on writing up and publishing, in one form or other, later in the year), so I hope to see you there.
Confusion
I recently attended the first 2 rounds of Confusion, a small one-day Wellington ‘con. You can read my report on Confusion 2010 here. This year Fiasco and Monster of the week were popular, and the con featured a pre-booked LARP in Round 3.
Round One – Infinite Porticos
I’ve always loved Elric/Strombringer and enjoyed many of Moorcock’s stories, and while I’ve run a few games of this some years back (indeed it is my preferred fantasy setting next to WFRP)– I always found that knowledge of the setting was a significant obstacle for full participation for other people. Unfortunately this game was over-booked and feel bad that Ivan was ‘voted off’ in the early elimination (actually, he fell on his sword) but that’s never a good way to start a ‘con.
In this game I was allocated a slave pit-fighter character, and did my best to bring a degree of bravado and pragmatism to the game without derailing things. The setup was solid, although perhaps a little linear. Marcus later told us this was intended as an ice-breaker for a campaign – a way of introducing and bonding a new party of heroes with diverse backgrounds – and in this role I think it is a strong offering. Marcus did a great job with the NPC’s and I have provided him with my feedback on the scenario (from a playtest perspective) as I understand he soon plans to publish it online.
Round Two - Invasive Procedures
I had decided to run the new adventure for Fear Itself titled Invasive Procedures. There were a lot of elements I liked about this scenario, and I had done my best to anticipate how some handouts and props might enhance the experience (and thus lift some of the load from my GM’ing performance).
The beauty, and major drawback, of this scenario is that it puts the players in a very un-empowered position (I give nothing away to say they are patients in a hospital with limited mobility). This might be fine with a crew of players who all really enjoy rich character experiences, and will embrace the powerlessness of the character – but when you are running at a ‘con for people you don’t know (or rarely run games for) there is a danger that one, or all of the players, may get rapidly alienated and dissatisfied by what they may perceive as a frivolous, or unfair, constraint. Needless to say this tension increases dramatically through the course of the scenario.
Before I ran the game I had an open conversation with the players about this element and asked if they’d be willing to work with this element of the scenario, to generate a more memorable experience (an element of EPOCH). I was very gratified when they agreed, and we began. The scenario itself ran well – thanks largely to the efforts of the players who all did a really impressive job of embracing the setup and characters. I improvised a few elements on the spot – the mannerisms of the NPC’s, opening and closing the curtains in the room to give a feeling of time passing etc.
I found the scenario itself not especially easy to navigate, which meant I was sometimes left scrambling to find things, and I think that that tension of powerlessness is perhaps stretched too far with the full scope of the scenario – I can easily see the players becoming unhappy if the GM is not extremely careful about the setup and execution. However, I think there were some really great elements, which played out exactly as I had hoped and with the right kind of effect.
As a further experiment into some of the techniques I want to incorporate into EPOCH I think the game was a strong success, and reinforced my thoughts about the kind of system that a game needs to deliver on the key points of my horror manifesto. I should say, however, I don’t think any of the players were actually scared at any point, but there were some strong character/player responses.
You can read other reviews of Confusion from Jenni and Marcus.
Fright Night
Fright Night, Wellington's one night of horror roleplaying, is looking for GM’s. If you’ve got a great idea for a scenario, drop Marcus a line right now. Time is running out!
As a tribute to the 30th Anniversary of Call of Cthulhu I’ll be running an original game (which I plan on writing up and publishing, in one form or other, later in the year), so I hope to see you there.
Confusion
I recently attended the first 2 rounds of Confusion, a small one-day Wellington ‘con. You can read my report on Confusion 2010 here. This year Fiasco and Monster of the week were popular, and the con featured a pre-booked LARP in Round 3.
Round One – Infinite Porticos
I’ve always loved Elric/Strombringer and enjoyed many of Moorcock’s stories, and while I’ve run a few games of this some years back (indeed it is my preferred fantasy setting next to WFRP)– I always found that knowledge of the setting was a significant obstacle for full participation for other people. Unfortunately this game was over-booked and feel bad that Ivan was ‘voted off’ in the early elimination (actually, he fell on his sword) but that’s never a good way to start a ‘con.
In this game I was allocated a slave pit-fighter character, and did my best to bring a degree of bravado and pragmatism to the game without derailing things. The setup was solid, although perhaps a little linear. Marcus later told us this was intended as an ice-breaker for a campaign – a way of introducing and bonding a new party of heroes with diverse backgrounds – and in this role I think it is a strong offering. Marcus did a great job with the NPC’s and I have provided him with my feedback on the scenario (from a playtest perspective) as I understand he soon plans to publish it online.
Round Two - Invasive Procedures
I had decided to run the new adventure for Fear Itself titled Invasive Procedures. There were a lot of elements I liked about this scenario, and I had done my best to anticipate how some handouts and props might enhance the experience (and thus lift some of the load from my GM’ing performance).
The beauty, and major drawback, of this scenario is that it puts the players in a very un-empowered position (I give nothing away to say they are patients in a hospital with limited mobility). This might be fine with a crew of players who all really enjoy rich character experiences, and will embrace the powerlessness of the character – but when you are running at a ‘con for people you don’t know (or rarely run games for) there is a danger that one, or all of the players, may get rapidly alienated and dissatisfied by what they may perceive as a frivolous, or unfair, constraint. Needless to say this tension increases dramatically through the course of the scenario.
Before I ran the game I had an open conversation with the players about this element and asked if they’d be willing to work with this element of the scenario, to generate a more memorable experience (an element of EPOCH). I was very gratified when they agreed, and we began. The scenario itself ran well – thanks largely to the efforts of the players who all did a really impressive job of embracing the setup and characters. I improvised a few elements on the spot – the mannerisms of the NPC’s, opening and closing the curtains in the room to give a feeling of time passing etc.
I found the scenario itself not especially easy to navigate, which meant I was sometimes left scrambling to find things, and I think that that tension of powerlessness is perhaps stretched too far with the full scope of the scenario – I can easily see the players becoming unhappy if the GM is not extremely careful about the setup and execution. However, I think there were some really great elements, which played out exactly as I had hoped and with the right kind of effect.
As a further experiment into some of the techniques I want to incorporate into EPOCH I think the game was a strong success, and reinforced my thoughts about the kind of system that a game needs to deliver on the key points of my horror manifesto. I should say, however, I don’t think any of the players were actually scared at any point, but there were some strong character/player responses.
You can read other reviews of Confusion from Jenni and Marcus.
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