Thursday, 23 April 2015

GMing styles - Storytellers vs Mechanics


Recently I played in a game where my character, a very cute little goblin skald (PF), was killed outright by a single spell, 180pts of damage when he had 90. It was very sad, and had no memorable or redeeming features. In fact it was pathetic in the sense that he was just dead, and achieved nothing in the scene that was evolving. I was quite disturbed by this, partly because I had become quite attached to the character, and partly because it was in my view a complete waste of my time.

All of this devolves down to the old 'do you kill characters or don't you?'  I fall into the "dont, but" group. I only kill characters if they do something really stupid (deliberately), or if they embrace it, heroically.  I will qualify the stupid option further by saying that it has to be stupid ahead of time, not stupid after the fact in review.

But it is more than that argument, it is also a 'Storytelling' vs 'Mechanics' argument. The storyteller is willing to fudge the game to attain a desired end. The Mechanic runs the system as written, to some extent they are a slave to the dice.

My view, as a player, is that I create an interesting character, I put effort into it to make them amusing and fun. Hours of effort usually.  This goblin took me a coupla days as I had to read a bunch of PF books to construct him and I am not familiar with PF.  After all that effort I expect some sort of respect. I dont expect a slap in the face instant death, "you are a piece of meat on the ground, I dont care how you feel about it, its the dice - they made me do it".

I work on running the character to try to some extent to mix with that effort. I bond with my character to a degree, getting enjoyment out of his heroic efforts and failures. I played him for 4-6 months once a fortnight, and then he dies, splat. Its a minor trauma to me, a real one.

The manner of his death was sad, nothing heroic was involved. He walked over a line and splat he was dead.

Plus it was pathetic. There is nothing memorable about his death other than it was sudden and massive. He will be remembered not for dying whilst achieving something great, but as a martyr to random chance and the game mechanic.

There are choices a GM can make in those situations, you have a range of character powers available to you, so you make a choice to kill or not, you might have a mind control spell you could have used for eg. You as GM make an informed choice at the time about what to do, and that choice is 'storytelling'.

This style of GMing, Mechanic, which I obviously don't subscribe to, is cold and fatalistic (to me). It says that your character is nothing to me (the GM) other than an object used to manipulate the scene. It is essentially a game where it is US vs the Mechanic. I (the GM) will not go out of my way to save you from random chance, or to ensure you die heroically, to ensure that you have fun in the game. I will methodically enforce the rules and the rolls because that is the way the system works, if you don't like it you may leave.

But thats not true, Mechanics do make choices, you choose what spells are cast, who your npcs attack, what weapons and actions they will perform.  You may consciously select who gets attacked when players have low hit points, you may shift attacks from one player who was close to down and attack another, when the methodical choice (the one the players would make) would be to eliminate that character. I totally agree with that. Thats my game in action.

To me the GM is there to tell a story, not to run a mechanic. The story should be totally adaptable to the actions of the players, to ensure they have fun. You are not a slave to the mechanic or the dice, it is merely another tool you use to manipulate the story.

If you were a true Mechanic you would set the scene, populate it, then stand back and run a script to resolve it.

I see people say they are a hard, old school GMs, 'I don't fudge dice rolls, my players get what the system deals them', when it is obvious they do not.  In subtle ways they adjust the 'system' to try to bend it toward what they want.

What is the problem with saying "I manipulate the mechanic as I see fit"? You do it already in your action choices, in your target choices.  Its a tool, nothing more, available to you to use as you see fit.

You are NOT a slave to the dice.
You should respect my character as you respect me.
Give me some dignity in death please.


Friday, 3 April 2015

RPG System idea, my inspired moment.

I had an inspired idea, well at least it seemed like it at the time, and may yet be.

A roleplaying system where you break the link between the player and the character and make them two resources. So you have a bunch of players, and together they create a bunch of characters, as a group effort. There is no link  between the players and any particular character, the idea being that players can grab a character and run them as they wish when it is their turn.

And they can grab the same character turn after turn. So a tank might be used 4 turns in a row, by four different players, each player running the tank character, doing what they each want to do.

The system would have abilities at levels:

Player abilities: ones that the player has and can use with any character they grab. Most costly
Player linked abilities: as above but linked to a specific character.
Character abilities: abilities only that character can use if currently in play. Least costly.

Characters that are used by a player each gain a Focus point, and Focus will cause exhaustion. So if the players try to use one character too much that character will gain too much focus and will get tired, and suffer.

On the reverse side characters that are not chosen will begin to 'Fade', they fade into the background over time and become npcs and cannot be selected by players.  When this happens the players would have to elevate another NPC, or create a new one and bring them into the game.

It all comes from movies, where you can have a character that is played by several actors, from movie to movie. And from action movies where one character might be in the camera doing lots of stuff whilst others remain in the background and occasionally come into things.

It allows the right character for the right moment to act, repeatedly if need be, but with the danger of becoming exhausted and needing a break.

Gonna work on it.

Thursday, 26 February 2015

PIRATES!

I was playing Runequest 6 recently, but its too hard. Not hard as in difficult, although it is a bit, but hard in that its takes a bit of effort and my players just don't want to do that anymore.  I blame this in part on the boardgame resurgence we are going through.  Boardgames have become really good at being fun and quick to pick up, so my players want a role playing game that does the same thing.

So much to my disappointment we have dropped RQ6. As an experiment I ran a D&D5e game with a very simple dungeon crawl, and it went really well. Partly this is because most of my players come from a D&D2-3.5 upbringing, so they picked it up really quick. Its was so much fun that we decided to play a campaign, for which I chose the Freeport environment. I picked Freeport because it was going through Kickstarter at the time, with FATE and Savage Worlds books, but primarily I picked it because it has PIRATES!

PIRATES!

You may or may not have an idea of how powerful an awesome image or simple concept can be. PIRATES is one of the top ten words you can use to create imagery and atmosphere instantly in the mind of another person. Walk upto someone and say PIRATES and there is a good chance they will go ARRGGGHH! Just like that you are both fictionally simpatico, and that is a powerful thing.

I'm not actually even using Pirates much in the Freeport game, most of the adventuring is in, around or under Freeport itself. But by saying PIRATES my players automatically enter into a powerful, mostly unified, imaginary world where they all understand the background of the stereotype I am suggesting to them. You grab their imaginations, then you drag them into your world, and between what they see and what you see you create something new.

And that isnt the point of this post, just the intro to something wonderful that I feel deserves exposure, which is this: https://www.patreon.com/creation?hid=399858


This awesome map has inspired an amazing number of ideas and imaginings and adventures and enthusiasm. And the enthusiasm is the most important part of what it has done. My mind has been buzzing for nearly a week now with thoughts about what I can do with this map. It is so good that I am supporting his Patreon, mostly because he is expanding the map and I want him to do so. The first expansion is already out.

For my game I have altered the map a bit. The city in to top right is now Freeport, which strangely fits nicely. Freeport has a volcano sitting behind it also. So then I shifted a few other things around to fit together, like a mission to an old abandoned coalmine has now become the Horrosmoke Mines and will result in the release of a powerful earthquake that will open up that shaft down into the lava.

The ruined towers over the long stairwell down are now an adventure that the players can undertake. The Hobgoblin Mines are a bit deeper to allow Freeport to have sewers and to do the Yuan-ti stories, but they resulted in a story arc about foreign slavers, and the Hobgoblin King selling his own people to the Slavers.

There is SOOO much potential in this map I am having difficulty writing it all down, I suspect I am forgetting things because they are just popping into my head and overwriting the last one.

I love this!  Its is this type of thing that gets me going.  My Freeport game is now so full of stuff that it would take 3 years to play it all. I'm gonna have to try to cut back some of it. And I haven't even started looking at the bottom half of the map.

Imagery is EVERYTHING! We are visual creatures mostly.  To aid in that I bought a 55" TV and stuck it down the end of my gaming table, but thats for another post.


Tuesday, 27 January 2015

Get rid of the random in treasure

A few years back I ran a fairly long campaign of Savage Worlds set in ancient egypt. There were some specific needs at various times so I started designing treasure rewards rather than randomly drawing something from a table.  I even went to the extent of doing up a table program in Inspiration Pad to assist with generating treasure, it got quite extensive.  One of the things I decided to add into the tables was an option to allow players to pick a treasure item of their own, so randomly, every now and then the tables would throw up "Mark's treasure" etc.  To speed this along I got the players to do up a list of the 5 treasure items they would like to get, the promise of factoring this into the tables resulting in EVERYONE doing it.

Now this was the important thing to notice... all my players submitted 5 treasures they wanted (within some parameters of cost value). This means they thought about it, they read the rules and investigated it and they made up a list that they submitted to me... OMG, I have discovered the most amazing thing of all role playing time... enthusiastic players.

I have never forgotten that fact, and generally now I try to insert the same option into my games when they fit the criteria.  Plus I have been thinking about it lately, along with a number of other things, whilst I prepare to start a brand new D&D5e campaign set in Freeport.  Why not just take it a step further and get the players involved in what the treasure actually is as they find it. Not only will it give treasures that they want, that will be relevant to what they are doing, and that will remove the burden from me other than as an oversight function.

So for the new game I am simply going to specify an amount, a number of items, and the type of treasure.  So they may find a treasure worth 10,000gp, there will be a minimum of 2 items (meaning nothing over 5K) and a maximum of 5 (so no huge sacks of CLW potions). The players will have to work out who is going to get a pick, how much they will get and what it is they want.  As they are all loot whores I am expecting them to really enjoy themselves.  Any gp unspent will become literal gps.

So initially they will be getting +1 weapons and +1 armours and some simple but useful wands and things, essential stuff that doesn't cost a lot. Once they all have this they will start expanding their world views, treasure wise.  It will be interesting listening to everyone's rationalising as to what is the best thing to buy.

On top of that I can always throw in some specific item or some random items, plus I intend to add on things to the items they give themselves that they didn't account for, muhahahaha. Some extra effects that may or may not be beneficial or controllable.

Sunday, 14 December 2014

I am more productive writing with a pen than a pc.

About a year ago I bought this really nice leather bound notebook with hand made paper sheets. It was a perfect size and weight, it just felt right in your hand. If you are a stationary junkie you will probably understand. About the same time I had a craze for cheap chinese fountain pens, I bought about 120 of them. I love writing with ink pens.

You can see what's going to happen.  I started writing notes for an idea I had into my new notebook with my new pens, and I was inspired. Since then I have completed my map (see previous post) and I am on the last page of my notebook, which is now full to the brim with ideas and notes and details of what the new map is going to be all about.  I live in fear of losing my notebook because there is no backup other than my memory... and that is poor.

Now that the map is done (except for the colour which I will add next year), and the artwork is coming to a close, I really have to sit down and write up all those notes into files... only I have writers block the instant I sit at my computer.  It's really quite frustrating. I cannot seem to be able to convert from the pen and paper mode to the computer file.

I sit there and fiddle with chapter titles, I put in some dot points, a write a paragraph and then I load a game and play that for 2-3 hours.

It really is quite annoying.

I have a two week break for christmas and I'm not going anywhere so lets hope I can actually do something with the thing.

In the meantime I have bought 3 more of those notebooks... I might start a new book with a new idea...

http://www.indepalgifts.com/product/tree-of-life-books (although the book may have changed in size since I bought mine, and the paper may be different).

Tuesday, 11 November 2014

The map is complete

The map is done, at least the black and white version.


There are 6 pictures still to come:

The Ice Sheet (top of the map)
San Lando - City of Pirates (an island in The Abyss)
Helles - City of Walls (nw of the Sink)
Eret Nor - The Watchtower (north of the Redlands)
The Great Glacier (far north, looking down the valley)
The Chaos Vine (middle west).


This map shows where all the pictures refer to.

Once the pictures are done my plan is to incorporate them into the map somehow to create a travel poster style image.  That will be for the new year I suspect.

In the mean time I will be writing down the background story for the world, working out how it will all work, making it attractive as a place to play in.  The world will be systemless and probably as broad in scope as possible.  So with a starting adventure I will frame the scene for the GM and players, then suggest options. The framing however will be the important path, I am a strong believer in GMs conceptualising their own stories, developing their own interpretations of events and adjusting on the fly.  Putting down hard and fast details, for me, interrupts the flow between you and your players.  I'm not good at using pre-written adventures, if it didn't come from my brain I find it difficult to improvise.

Map credit: Monkeyblood
Art credit: Jeff Brown

Friday, 7 November 2014

Approaching completion of the Map

So things are moving along pretty quickly.  As a side trip here are two images done by Glynn of the map laid out in 3D representing how they would look on a ringworld shaped object.



The bottom one is the actual positioning but you could use either view.  I am using the bottom one as in the long term I want to do maps to the east and west as part of a set.

So where are we upto now?


This is the almost finished map. There is one adjustment I have asked for to a city icon, and there is some fill for the right side empty area of The Abyss.  Added in this map is the Sarmarkand logo (which I really like), the legend and the credits.  On this particular view there is a 50km square grid laid over the map.

So this part of the map is coming to a close and I must say that I am extremely happy with how things have turned out.

The next stage of the project is to get Jeff to complete all the artwork, probably by the end of the year. Looks like I will have 12 pictures rather than the 10 I originally thought I might need.

Following are a series of images of the latest artwork Jeff has been working on. This particular image was troublesome as I had problems describing it (which can be a common problem). But what we ended up with makes me happy.  You can see some of the changes that occur as we develop the concept. Some times he does thing that hadn't even occurred to me and I adapt them into my background, just to use the image he has created.

This is the city of Viriconium, City of Towers.




I wasn't sure if this image was going to be as interesting or striking as some of his others, but when I saw the red river in the second image I knew it was going to be good. The river is actually red in the story as red dust comes up from the Redlands to the south and covers the mountains that are the source of the river.  In the background you can see the city of Antioch, and to the right side you see The Sink, a depression in the land.

Map credit: Monkeyblood
Art credit: Jeff Brown