Ideas, Content and Discussions on table-top role-play gaming, game design and derision of live-action role-play. World of Darkness / Gumshoe / Star Wars / D&D / Other games. Comments are welcome
Saturday, September 3, 2011
Technology Fail / The joys of remote gaming
I'm running a game of Fear Itself for a group of six players, three of which i've never gamed with before, one of whom has never gamed before. Tonight was a dry run for the technology and a character creation session.
The technology was a massive pain in the ass.
I'd committed to Google Talk, because I believed it allowed conference calls. Noooo. One conversation at a time. Fail.
So we tried a Google+ Hangout, which would've worked just fine, except one of the players couldn't get in. Apparently G+ was full. Or so it told him.
So then we switched to BigMarker.com, which is a free web conferencing service, with video cams, 'unlimited' users, text chat, file sharing and an interactive white board.
After five minutes of setting up, we were in, and then my Shockwave crashed. Luckily it didn't close the conference, so I just rejoined. One other player had an issue, so this is what we're using going forward. It worked really well.
Once we were all on, we went through character creation and the basics of the rules. Then we had a fight.
The fight was fucking great.
I've not GM'd or role played for over a year, and by god I've missed it.
I set the players up in a standard tavern brawl, with a last man standing brief, and let them go mad.
It was gratifying that the 'combat specialist' died in only two rounds.
They are so fucked.
We didn't get round to doing Stability loss, however they're most likely to go insane before they die.
I am itching to get into the game, now.
I can't wait a week...
Friday, August 19, 2011
Video killed the face to face gaming group / Remote gaming problems
I've tested BigMarker.com last night, and it crashed on me.
I tried Hanging Out on G+, but the plug in wouldn't install on my laptop (window 7, mid range specs, running Chrome browser).
I'd like a medium that includes text chat and easy picture upload.
What should I be using?
Sunday, July 10, 2011
Green Light gogogogogogo / Video Conference gaming update
In fact, she feels it's quite an elegant solution to our childcare / lifestyle constraints vs my addictive need to geek.
So, win!
I have just sent out confirmation of my commitment to the eight potential players, and we'll see what comes back.
Eight is a large gaming group, but I am expecting some attrition on that number. Not everybody will be available on the same night. Some people will be only passingly interested. It's a system that none of us have played before (Fear Itself / Gumshoe) and is an experiment in gaming media.
Whilst I would like to retain all eight (because they're all good friends who I have confidence in), I wouldn't be surprised or disappointed if we dwindled to four.
If it dropped to less than that number, I'd probably have to rethink some elements.
For the play medium, I want to try Big Marker, who provide a free conferencing service that includes video, voice and IM chat, as well as the ability to upload and deliver presentations on a virtual white marker.
I'm hoping this will allow me to upload text, images etc that can be used in the session.
http://www.bigmarker.com/help/manual
I've also got myself on Google+, which is showing some potential for virtual gaming. It may be a fallback position should Big Marker go down or prove to be utter wank.
I've set the players some homework. Now to see what comes back.
- Confirm that you want to and are able to play
- Let me know what days are good / bad for you
- Read the rules
- Think about your character concept. I'll be using the basic character stereotypes presented in the rules, although this is not a high school game. There will be only one character with specific combat and investigation experience (who will be fated to die heroically near the end), and if anybody wants to play one, only one Psychic. If anybody wants to play one of these, then shout out asap. If multiple people want to play one of these roles, then we'll resolve that as it arises.
- Try out BigMarker.com and make sure it works on your PC, and that you're happy to use it. http://www.bigmarker.com/
- Read up on Fear Itself at Pelgrane Press's website or my blog.
- Ask questions.
Wednesday, June 8, 2011
First combat drop / Advice for new players
One of the logistical challenges I have is making sure a couple of new players are fully engaged and involved, and that they get all the guidance they need. One has never played before.
I'm a little concerned about remotely guiding a new player through the first few sessions. I've decided to use Fear Itself as the first game because its a low rules game and uses a d6, which everybody has.
I had looked around the internet for some new player advice, and worryingly came up short.
There's loads of 'getting started' advice for online video games, but nothing for pen & paper RPGs.
WTF, people. For shame.
So, OK, we need to fix this, like yesterday.
Total Party Kill advice for new players
- Stereotypes and stock characters are good. You'll hear a lot of talk as you get into the hobby about how everybody's character is a unique and precious flower amongst the weeds of predictable and dull average characters.
The people that say this are usually elitist ass holes, who are just apeing a character from an obscure book, film or comic.
As a new player, you shouldn't be pressured into creating a dramatically poignant homage to existentialism, rather you should be given the freedom to play Han Solo, Aragorn, Indie or Neo, if that's what you want to play right now.
Stock characters are classic, timeless and easy to portray. You'll be busy enough keeping up with the rules a d action without having to wade through obtuse characterization and motivation.
- Have a flick through the rulebook to get the geist of the setting and system, by all means, but don't for a minute think that you're expected to memorize it.
You'll probably get a good grip on the basics of a game if you read Wikipedia and its official web page.
- Talk to the other players. Hey, have a beer with them before and after. They'll happily give you advice and tell you about their character. This introductory period is the only time in your life you will genuinely be interested in hearing about somebody else's character. Enjoy it. Let their enthusiasm rub off on you. Look forward to the day you have such hoary war stories under your belt and can regale young pups with tales of your glory. Oh yes.
- At the gaming table, caffeine, sugar and trans-fats are your friends. One or two small beers may be good buddies as well, just pace yourself and be sensible.
If you turn up at a session with any combination of: soda, pizza, chips & dip, cookies, donuts, candy and ice cream in enough quantity to share, you will be a king, my friend. A king.
I tells ya.
There's obviously a hell of a lot more in the way of genuinely useful advice out there, and I invite all and sundry to either add it here, or to blog about it yourselves.
We, as a community, need to build up a greater repository of knowledge for those new to and interested in the hobby.
| The best advice I have for players new to the hobby |
Saturday, February 26, 2011
Gaming resolution / Stop being a bad GM
Whilst it doesn't look as though I'll be running, or even playing, anything soon, I have resolved to do things differently the next time I do.
I plan on asking the players what would they like to play, and how would they like to play it.
Revolutionary, I know.
It's like a whole new paradigm of thinking. Well, it kind of is for me, as I got into GMing because the guy running the Vampire: the Masquerade game I was playing in really was doing it wrong.
This has bred in me a habit of just 'doing stuff' to the player characters, hoping it'll work and getting frustrated if it doesn't. I've never really stopped to ask the players what kind of game they'd like to play or how they'd like to play it.
Which I guess is kind of basic error, one that I presume (hope) other GM's make.
If they don't, then I really am crap...
I used to try to get players to write up detailed character backgrounds, but going forward I think I'm going to ask about what style of game they would want to play instead. I'm presuming that by this point we've all agreed on the system and setting, and we're now designing characters.
What I think I should now be asking includes:
- What kind of conflict do you want to face? Physical combat, physical obstacles, political intrigue, social challenges, a mixture of two or more, something else?
- What is your character's ultimate goal / win scenario?
- What is stopping your character from achieving this goal?
- How do you all work together as a team?
- What would help you to really enjoy this game?

Tuesday, January 11, 2011
Incoming / blog posts of the future
Sunday, January 9, 2011
Visualising your game world / Consistent look and feel part I
I'd bought the music for the journey, and commented that we were basically listening to the soundtrack to 'my' World of Darkness. My friend returned that as he'd only ever played World of Darkness games that i'd run, he fully agreed.
Which was good. It meant I was being consistent, at least with the back ground music I played.
So, thinking about this, may I present to you what I think the World of Darkness looks like.
| The cover to the Gutter Twins "Saturnalia" album |
| Greg Dulli & Mark Lanegan - The Gutter Twins |
| Greg Dulli & Mark Lanegan |
| Tom Waits and somebody who looks like Iggy Pop, but probably isn't |
| Tom Waits |
| NightHawks by Edward Hopper This came up on a Tom Waits search, which is good, as I wanted to include it |
| Edward Hopper's New York Movie |
| Castiel, from Supernatural. Note the occult symbols in the background I had to wade through tonnes of 'Wincest' images to get this |
| The shadows, poor lighting, squalor and constant rain in Se7en fit nicely within 'my' World of Darkness |
| The Paper Street house from Fight Club |
I am also prepared for long time players of my games to (correctly) point out that until about 2004, all my games were set in small towns and backwaters.
In a future post I intend to talk about what my World of Darkness sounds like, once I decide on the best way to link / embed music and video
Thursday, December 30, 2010
Missions and Quests / How Grand Theft Auto taught me to love again
Whilst it was a hard decision, the only games I would definitely miss were the Grand Theft Auto games I had - Liberty City Stories and Vice City Stories. I think I actually knew my way around the streets of these two games better than my home town.
So, to help soften the blow, I bought myself GTA Chinatown Wars for the Nintendo DS. My wife has a DS and never uses it. It's my wife now, Dave!
I was thrilled to discover that Chinatown Wars is massive, detailed, immensely playable and possibly even more morally corrupt than the LC and VC Stories games.
In short order I found myself immersed in the sandbox of the game. Sod the actual missions - they're dangerous and likely to get you wasted or busted and cause the loss of your entire arsenal - i'm suddenly running around a huge map building a rep as a reliable and savvy drug dealer, making green and putting cheese in my pockets. Either that or feeding my burgeoning gambling addiction by way of scratch cards or rooting through dumpsters looking for guns or food.
Crime is glamorous.
The game play is 'top down' like the original GTA, and makes excellent use of the lower touch screen for controlling your GPS or throwing molotovs, hot wiring cars or reading emails.
| Some screens from Chinatown Wars - two game play shots, hot wiring a car and a cut scene |
All of the characters you meet in the games are obvious stock caricatures, often to comedic effect, but they all have a position, and they all want something, usually to do with the overall plot. None are neutral, and they all credible (if not actually believable).
And this led to a revelation, an epiphany if you will, when I first played GTA Liberty City Stories. This may be old news to many of you, but I found myself thinking "this is what my games should be like". Specifically, any 'quests' or 'missions' handed out should be for recognisable characters that polarise the players. They can either be loved or hated, but they should never be anonymous.
It should always be clear to the players that the person they are talking to is an individual, and wants something bad. The players don't have to know immediately what it is, but they have to know that they are being used by this person to achieve a definite goal.
Ideally I would use these ideas in a Vampire: The Requiem game, as I see clear parallels between the dysfunctional social hierarchy of the Kindred and organised crime.
EDIT: Further to my train of thought, let's talk about 'Sandbox' games. GTA games allow the player to run around and entertain themselves in any number of ways. Players are not constrained by the game plot or missions. It is entirely possible to amass an in-game fortune and be thoroughly entertained without actually gunning down a single triad or hells angel.
Players can complete time trial races, street races, put out fires, dispense vigilante justice, save lives, drive taxi cabs, smuggle drugs, run protection rackets, sell guns and stolen cars, become a pimp, take on a set rampage challenge or just blow shit up.
I have even heard of somebody driving carefully around Liberty City and obeying traffic laws.
This level of player freedom is something I think every GM should aspire to. Some of the better games I have run have allowed the players to explore indefinitely. The better games I have played have happily provided me with ample rope with which to hang myself.
Saturday, December 11, 2010
Past Mistakes / Former Glories
Job done. Let's move on.
The second is to think about the games I have run over the years and try to identify what was good about them, what was bad, what I did wrong and what I did right.
I originally started this blog to ruminate over the games I was involved in at the time, both running and playing, and with the current draught that vision has been replaced with game design and idea dumping.
So, what have I run over the years? Let us look at the highlights and low points.
A number of people who have played my games over the years read this blog (or so they tell me). I'd be interested to know what you consider the highs and lows of our games, and any feedback on my GMing style would be welcome
Warning - This is a sizeable post...
Vampire: The Masquerade (revised edition) - Australia game
I think this is the first game I seriously ran. I'd tried running Ars Magica 3rd Ed a couple of times, and just fallen flat on my face. I think I didn't get it.
With Vampire:TM I had been playing it for a couple of years, and was growing increasingly frustrated with the storyteller, who played favourites, had no grasp of narrative and either doggedly adhered to or completely ignored the rules without any rhyme or reason.
I bought a few books, read up, then took matters into my own hands.
What went well, and why?
The preludes went exceptionally well. Almost too well, as they almost didn't stop. I ran solo sessions with each player, and a couple went on for over 12 hours. In retrospect I think I was confident in a one on one environment, and the sessions were very collaborative, as we both told the story of how this character became a vampire and fell in with the rest of the group.
I also had a couple of good ideas. One was inspired by a Billy Connelly in Australia show, in which he visited a place that sold houses on stilts - you buy the house, dig a load of holes and sink the stilts in, and your house is suddenly fixed. The house 'lot' was full of these houses on stilts, and had this weird two tier feel to it. An under house, with think beams and poles, and a 'street level', with loads of houses crammed tightly together. I ran a session in which the characters had to apprehend a fleeing vampire that had taken cover in one of these lots, which gave them loads and loads of rooms to search, lots of shadows to jump at and a fairly interesting chase scene and combat towards the end, especially when the fire started.
The game itself ran for a few months, with a high player and character turn over rate, which leads to the bad stuff...
What didn't go so well, and why?
I was unassertive and lacked confidence when it came to the larger group. I said 'yes' when I should have said 'no'. I let the disruptive players get away with murder and lost all focus. One of the low points was letting the players solder silver cutlery to the front of their Volvo and run down werewolves. Another was the clans I let in. I ostensibly wanted to run a Camarilla game, yet ended up with a Tzimisce, Giovanni, mortal sorcerer and a Caitiff that oddly had the exact same disciplines as an Assamite - I had told the player that he could not play an assassin, yet I let this pass. The game had a Brujah. He dropped out.
I think in the end it just petered out.
Vampire: The Masquerade (revised edition) - 1950's Sabbat game
This game owes its genesis to what is, in 20:20 hindsight, a fairly poor game concept. For some reason, God knows why, although it made sense at the time, I decided that a game revolving around a college fraternity in the 1950's, who were also evil vampires, was a great idea. I even convinced a number of people that it would be as well.What went well, and why?
The main reason this game stood a basic chance of success was because the players all got on, roleplayed really well and formed a cohesive group identity that made sense in the context of the game. The characters were well formed, and it was the first time I had played with a group, rather than a collection of individuals. All the high points, for me, involved the players roleplaying well.
What didn't go so well, and why?
Me, basically. I lost control of the narrative almost immediately upon the mass Sabbat embrace, with the players making a group decision to not take crap from their new undead masters and positioning themselves as independents. From there on the story focus moved from my vision of proud Sabbat warriors growing in power through the decades to a small group of neonates fleeing the Sabbat and Camarilla, not trusting anybody and trying to carve out their own niche in the world without any guidance, support or knowledge of their new undead state and its social conventions.
Actually, that's a positive. The negative here is that I lacked clarity of vision, and had an incomplete understanding of my groups dynamic. I think the game would have been much better if I'd had these.
Other low points include my eagerness to randomly include elements from whatever supplement i'd bought that week, making it all a bit of a jumble.
And I point blank refused to include guns, because I didn't like/understand the gun rules.
The game eventually ended when the characters turned on each other. Rivalries and grudges that had festered for decades came to the fore, a character was murdered and the rest of the characters went their separate ways, no longer able to trust each other.
I don't think it could have ended any other way.
Hunter: The Reckoning / Mage: The Ascension / mortal psychic - Stouring
This is the first game that I actually ran to completion - I wanted to use a character i'd played in a Dark Ages chronicle as the 'big bad' in a modern day game, set it up, introduced the elements over time and the group eventually faced off against him and triumphed at the conclusion. An achievement.
The players were primarily from my previous 1950's Vampire game, so already I knew I had a group I could work with. I just had to plan it out, work with them and reign myself in a bit more.
What went well, and why?
The players were once again spot on, with an excellent mix of characterisation, creativity, humour and emotional range. The monster hunting motivation of the Hunters, mixed with the curiosity of the Mages/the psychic mixed well.
By far the best part for me was that I created a fictional small town and five surrounding villages, and added enough flavour and detail to make them real and believable - sometimes enough to drive the story. The fact that I'd built the town's history around the 'big bad' concept did me a few favours as well. I was so happy wit it, I've used the town, Stouring, again and again.
Some of the monsters the group faced worked well for me too. A favourite being a ghost who convinced them he was still alive (a risky gambit - he was lucky none of the Hunters switched on Second Sight or the Mages used any magic to determine his true nature) and then manipulated them into killing the werewolf that had quite justifiably killed him. The final showdown with him was played out very well by the group, who were furious at being used as pawns in his game.
The secondary bad guy, a Nephandi Mage, was introduced as a sympathetic figure early on, and took weeks to reveal his true colours. I was quite proud of that, and more than a bit excited before the session where the characters found out.
What didn't go so well, and why?
I think mixing Mages, Hunters and a psychic together in one game was a bit dodgy. I should have stuck with just Mages, or Just Hunters. It worked out in the end, but was an unnecessary risk.
After all that build up, I definatly through the final battle away. I think it lasted about four or five rounds, and was poorly executed. They met him in a narrow tunnel, traded blows and he fell over.
There should have been a number of challenging minions to wade through first, as well as environmental challenges, innocents to rescue and, dear God, somebody should have spoken.
Overall, I think I gave the characters too easy a time of it, fairly often, and should have pushed them more, used more obstacles at the same time and made them make difficult decisions.
Adventure!
Oh, how good is this game? I'm going to cover this one off really quickly - There's so much you can do with this game, and so much fun you can have, that it's entirely possible to just wing an entire story arc, and the players only really notice when ninjas attack randomly because the storyteller hadn't prepared, and ninjas were slightly more likely than neanderthals or dinosaurs (being a session set in a gentlemans club in London).
I have nothing but fond memories of this game, and the sad knowledge that it could have been the greatest game i've ever run if I just tried a little harder.
Dungeons & Dragons 3.5e - Tethyr / Saradush game
This game was a mixed bag of hours of painstaking preparation, and frantic improvisation. It's the second campaign that I actually completed from start to finish, and had two distinct volumes - Intrigue and revolution in Saradush, and an undead horde in Tethyr.
What went well, and why?
The Saradush plot went incredibly well. I'd originally intended to just run a few self contained missions in the city so the party could level up, but kind of pulled a massive, convoluted plot of intrigue, betrayal, treason, revolution and invasion out of the air without realising it.
I introduced the captain of the watch as an antagonist. He was unsympathetic, obviously up to something dodgy and existed to make life difficult for the party. Somehow he became an ally, then a friend as he tried to stage a coup in the city to prevent Yuan-Ti infiltrators from seizing power.
What was an after thought of including snake-men as a random encounter turned into an epic battle through burning streets, heading armies off at the pass and leading the city's gentry out of harms way before re-establishing government. Hooray!
I tried an experiment for a few sessions, where, as the plot emerged, I statted up a load of mid-level characters, gave them names and roles within the city watch and gave them to the party to play. After some confusion on the part of the players, they got to see the coup from another point of view and learn more about what was going on than they would have been able to as their characters. Then die heroically.
Oddly, I regard the session in which every single attending character died as they botched an encounter as a good one.
Two of the party couldn't make it that night, which was fine because we were a large group, and that left five other players. They were exploring sewers, or similar, when they ran into a Yuan-Ti and some henchmen. The Yuan-Ti used a mind affecting power to befriend the fighter who charged it, an, unfortunately that fighter had a Will save only slightly more potent than a pot plant.
Long story short, the fighters player happily slaughtered two of the party. The other two killed him, and were in turn murdered by the Yuan-Ti and his boys.
I think the Yuan-Ti went home with a big grin on his face that night.
So why is that a positive?
The massive party cull really polarized things. The two surviving characters became exceptionally motivated by their need to avenge the death of their friends, and the players creating new characters became invested in the game. They designed a new set of characters, who were all introduced at the same as an established group, and they didn't want to die again.
Sometimes GM needs to cull a few characters so that he's taken seriously.
That sounds harsher than it is. It really refreshed the dynamic, and that's a good thing.
What didn't go so well, and why?
I lost my cool a couple of times when running this game, and yelled at a couple of players. I'm not proud of it. I've always struggled with D&Ds rules, and get a little stressed out at times. Add in a seven person party with all the out of character chatter and distractions that come with that, and I failed to assert myself as a GM. Bad move. I've not done it since, but the memory still makes me wince.
World of Darkness - Mortals soul quest
I enjoyed this game, it had a lot of potential, but suffered from a lack of clarity of vision, again. I thought up a fairly solid lead in to the main plot, which was about the party having to reclaim their souls from a cross-roads demon, and kind of just let it sit there. The party dutifully drove around backwoods America looking for clues, and I gave them encounters from the Mysterious Places supplement, but nothing really happened.
In the end the party fractured as two characters gave up and signed up to work for the bad guys, and the rest ran off in separate directions.
World of Darkness - CSI
I still like this concept, and the plot for the first adventure is one I think i'd use again. I wanted to run a cop game set in the WoD, and see how normal detectives, lab techs and beat cops would investigate a supernatural crime. The first story centred around the botched dumping of a body that an elder vampire had drained of blood, and the local vampiric political power struggle. I did about the right amount of prep for it, and it worked well.
In fact:
What worked well, and why?
The first crime. I'd tweak some details if I ran it again, as nothing is ever perfect, and this definatly wasn't. It was pretty good though. I used the University setting from Mysterious Places for the second crime, and that had some classic moments as well. Particularly the undead janitors.
What didn't go so well, and why?
It became pretty apparent early on that a mortal cop is not equipped to bring a supernatural creature to justice. That kind of blew the game out of the water for me. We also had some issues with the groups ability to attend, including my own. We dropped three players by the end of the first crime, and only gained one, then had a handful of sessions in which two players alternated attendance, then we just stopped.
It's a real shame. The game did have a great deal of potential, although probably as a cop-oriented Hunter game.
World of Darkness - Quarantine City
The first WoD game I ran for The Role-players of Bolton (TROB). This one kind of reached its conclusion, although not to my satisfaction.
It was a zombie survival game, which I envisaged as The Kill Point meets The Walking Dead. The characters are taken hostage during a bank robbery, and whilst the bank is under siege, zombies rise up and destroy the city. The end goal, the 'survival point' was for the characters to make it out of the city before the military firebomb it to contain the infection.
What went well, and why?
The slow realisation that the dead had risen, and there were bigger things going on in the world than a mere bank robbery went well. The characters first encounter with a zombie child was fairly disturbing, as they realised that they had to completely dismember it to stop it coming for them.
The scenes where they saw cops shooting people who had been bitten unnerved them as well.
In one session, only two of the players could make it, so I ran a sequence in which their characters had to explore a Wal-Mart store room in the dark. At one point the only light source they had was the muzzle flash of each others pistols, whilst the zombies seemed to be doing quite well by sound alone. Tense and fast.
What didn't go so well, and why?
I'd agreed to end the game by a certain date, and had to artificially push events along, skipping scenes and glossing over challenges to get to the 'can they get out of the city' resolution.
I think a couple of characters did escape, a couple were infected and took their own lives, and they valiantly tried to leave each other behind to die so they could save their own skins.
Actually, that last point is so genre faithful that it's a positive.