Showing posts with label Thoughts. Show all posts
Showing posts with label Thoughts. Show all posts

Sunday, April 19, 2015

Jadepunk Skill Modes

So, when I started my Jadepunk game I mentioned that the Professions system was pretty close to Fate Accelerated's Approaches system, which isn't really my cup of tea. Professions is closer, but I'm a bit too much of a crunchy, traditionalist gamer not to at least play with it a bit.

The thing is, after discussing it with my players we decided that you couldn't really take a Jadepunk character and translate it directly into the Fate skill pyramid, so I decided to give Modes a try instead. This feels closer. It's not quite right, I need to move some skills around before I'm really happy with it, but I like the direction it's moving.


So, it's not ready for use yet, but here's what I've got so far.

Thursday, March 26, 2015

Back again

Sorry that it's been so long since my last post. I'm not sure if I mentioned it before, but I'm transitioning to a new job and my schedule is a bit hectic. More importantly, my free time has a bit of a drain on it.

I may have said it before, but right now I'm running four RPGs. The Jadepunk game I keep talking about, an Earthdawn game that I wrote about a while back, a sci-fi based Savage Worlds game, and a 5th edition dungeons and dragons game.

Two of those (Jadepunk and Savage Worlds) started very recently, both on the same week, and without much in the way of warning. This basically means that I'm playing catch-up on both of them to varying degrees, trying to get out setting info, re-reading rules that I haven't (in the case of Savage Worlds) seen in years, and trying to keep up with the emails that my group uses to bridge between sessions.It works great to encourage down-time actions, keep players in the game, and allow some space for easy player-generated  content. Unfortunately, it's also time consuming.

That said, things are finally evening out. My settings are well set, my rules re-read is through, and I'm only a couple of weeks away from finishing training at the new hospital. My apologies for the spotty posting, but I'm working towards getting back up and running.

Thanks for your patience.

Tuesday, March 3, 2015

Last Night on Earth: Timber Peaks

As I'm writing this I have just gotten done playing Last Night on Earth with my son. We play the core game a lot, but this was our first time playing this expansion. I have to say, it really added something to the game for me.

If you haven't played Last Night on Earth before, it's billed as a B-movie zombie board game, and it hits that point pretty spot on. Play is for 2 to 6 players, divided into two teams. One side plays the zombies, the other plays as the heroes. Each side takes a turn until the win conditions are met.

Because of the modular nature of the game those win conditions change, as do the heroes, and the board itself. This adds a little variety to the game that we find really fun.

Anyways, I wanted to comment on this expansion in particular because it added a couple of compelling new rules to the game. First, heroes and zombies now gain experience as they hurt the enemy. This really encourages more aggressive play, and adds just one more level of variety to the game. Now the heroes themselves are different each time you play.

Second is fire. The way it's handled in this game isn't exactly new. It works much like it does in games like Flash Point (though maybe not as well since fire isn't the true focus here); each round you roll for each space that is occupied by fir. roll high enough and it expands to a random adjacent square.

This was huge fun for me, maybe just because of the way it worked out in my game, but it added an element of randomness that was dangerous to everyone on the board. At one point one of my heroes tossed gasoline into a building that my son was hiding zombies in (I needed to kill them for the win condition and my heroes couldn't get in), and then set it alight with a flare gun. Many of the zombies survived the initial attack and came pouring out of the building into my hero's space, followed immediately thereafter by the fire which expanded to engulf them all. It was all she could do to get away, and I had to spend the rest of the game with her hiding just to keep her from turning into a zombie too.

And that's why I love it. Why I love random elements in games in general. It's why I use fudge dice in my campaign creation system. Randomness creates emergent gameplay. It creates stories, and forces existing ones to bend in unforeseen ways.

If you haven't played Last Night on Earth or any of its expansions I recommend them. I don't have them all (yet), but the ones I do have proved to be great fun.

If you never use randomness in your story creation I recommend that as well. There's nothing wrong with a well plotted story, but by adding in a random element you allow everyone to be surprised, even yourself. It takes away a bit of predictability and encourages creativity.

Saturday, February 28, 2015

Shadowcraft: The Glamour War Kickstarter

So, I'm not one to try and sell anyone something, but right now the team that put together Jadepunk (which I obviously adore) have a kickstarter going on their newest project: Shdowcraft. I'm really looking forward to this game, so I've been encouraging everyone to at least give it a look. Kickstarter may not be your thing, I know it takes something special to make it mine, but at least go listen to their pitch. They've proven themselves with Jadepunk, both as capable designers and reliable producers, and I feel like this is a pretty safe bet.

Anywho, I'll let their work speak for itself. They do a better job of explaining it than I can, but it's Fate with nifty new mechanics, and that's pretty much an automatic win for me. Toss on top of that a cool, unique setting, and I'm in wholeheartedly.

Now I just need you to back it too, so this actually becomes a thing.


Wednesday, February 25, 2015

My son the DM

Last year I introduced my 11 and 9 year old kids to gaming for the first time. They've seen me run for my friends, and we play a lot of board games (including the D&D 4e games), and they were keen to try their hand at an RPG.

We started with Dungeon World. It's a simple game to jump into, and doesn't require a lot of specialized knowledge on the players' part. They adored it, particularly my son, and ask to play all the time.

Unfortunately we don't have enough time to just sit and play very often, so my son has decided to draw upon his other resources: his friends.

Yesterday he asked me if he could borrow my Dungeon World book. Today he's half way through reading it and asking me to print character sheets. I'm proud of him, he's a smart kid, but doesn't always follow through and apply himself. Having been that kid myself 30 years ago, I know how much RPGs (or any hobby that requires a certain amount of work really) can help with that.

It's kind of a weird place to be at really. I never thought I'd raise gamers. Not that I have anything against it, but I know people who actively encourage hobbies or opinions outside of the norm, and that's just not me. I sit back and try to let my kids discover their own personalities instead of pushing my hobbies and ideas on them, and yet they came to this on their own.

It's a little cool, I'm not going to lie.


Saturday, April 12, 2014

Improv GMing, part 1

The other day I posted a link to the blog that I wrote about my first experience with Dungeon World to the Google community and in response I was asked about my methods for improvisational GMing. As my response got longer it seemed like it might be easier just to blog about it.

First, let me say that I don't claim to be any kind of expert on the subject. I'm absolutely certain that there are others who do it better than I do. Nor is it the only way that I GM. For me it's all situational. If I have the time to do prep, I usually do, and my games are generally better for it. Right now however I have work and school and four kids at home. That kind of time is precious, and very rare.

That said, even when I have plenty of time I've never been into super heavy prep. I think that games run best when they incorporate the ideas and plot seeds woven by the players, and too much prep makes that harder to weave in. In general my prep revolves around world building and finding ways to fit the character in to what is going on around them, to mix their ideas with my own.

All of that aside, that's not what this post is supposed to be about. It's about how I improv without any prep in general, what techniques I used in my Dungeon World one-shot in particular, and what kind of tools the game gave me that I used to generate setting in play specifically.

Let's start with general tips.

The very first thing I like to know about a game is: Who is the bad guy, what do they want, and what will they do to get it. I ask myself these three questions first any time I start thinking about a game, regardless of how much prep time I have. If I have those three questions answered, I have what I need to play. From here, I simply play the bad guy like my PCs might run their characters. They don't get screen time of course, but I work from the assumption the bad guys are going to get what they want unless the PCs intervene, and then rely on the players to come up with a plan for how they intend to spoil things. Once that happens the bad guy reacts to the new circumstances, and the cycle begins anew until the PCs eventually win. That's very simplified of course, but it works very well.

Of course, for that to help you already need to have some sort of inspiration.

And by inspiration I mean, of course, a willingness to steal good ideas. Bonus points for stealing them from the players, but any source of media will do. In my actual play I mentioned that the government was called the Federation, that it had outlawed magic, and implied that it would be a major long-term threat within the setting. Every bit of that was ripped whole cloth out of the Heritage of Shannara series by Terry Brooks, which I am in the process of re-reading. I needed a villain, and it was what came into my mind so I grabbed it. You don't have to be that obvious and direct, but there's no rule saying you can't be. A long time ago I ran a two year campaign of DnD 2nd edition where the players had to gather pieces of a mysterious artifact that would expel the demons who had been invading their world that was inspired by a cartoon called The Pirates of Darkwater and no one ever noticed. The key is to make a choice quickly, move on, and be willing to adjust it later as needed. As long as the game keeps moving few people are going to second guess where your inspiration comes from so long as you don't use obviously stolen names.

As for making choices quickly and moving on, that can be the real hard part. For that I recommend that you find some excuse to give yourself a breather when you need it. Time only passes when everyone is sitting there staring at you, waiting for you to say something. Very few groups need much of an excuse to take a short break, get a drink, and tell a few bad jokes, and so long as you're not in 'game time', no one even notices if 5 or 10 minutes pass. Give yourself what time you need, move away from the table and out of range of whatever questions people might be asking. Allow yourself a quiet moment to just think without being responsible for anyone else's entertainment. I like to grab a drink and step outside for a little fresh air, but sometimes it's easier to make a quick trip to the bathroom if you don't want anyone following you or trying to talk to you (which you really don't if you need to think). Worst case you can always just tell them why you need a second and excuse yourself. Players get it that you sometimes need to process. The real key here is to do it sooner rather than later. Don't wait until you're stumped or you run the risk of creative block from frustration. Take a break right after characters are all together or right after the initial action to put at least the outline of what you think is going to happen together in your mind.

Next, think of a couple of generic openings. The kind of things you see in movies that aren't really related to the story at hand, but introduce the protagonist. James Bond movies are great at this. A lot of times the movies start at the end of his last assignment, just to show off what a badass he is. Personally I like to start with action. This serves a huge number of functions: It helps the group to learn the system, introduces all of the characters, let's them stat to gel as a team from the very beginning, and shows you as the GM how they interact with one another. Also, it buys you time. For most systems an opening combat is low enough impact that you can start to link character histories, and think about who that bad guy should be. Do they look like they are enjoying beating these guys up? Are they making up good reasons why they're in this fight? Ask them. If they are, then maybe these bad guys are related to the larger plot. If they're not, move on to something that hooks them better and just treat this one as a warm up.

Speaking of asking them, don't try and do it all yourself. Got a detail you don't know or care about? Ask someone. I recommend a single player, rather than the group at large. Point to somebody and say "Why are these guys trying to kill you?" This is not a time for discussion. If they hesitate, or don't seem to have something quickly, point to someone else. If it's weak, have another player expand on it. "We stole something from them," should be followed up with: "What did you steal, and why?" Spread it around the table though, the game shouldn't be any one player's story, not even your own. If it is a player asking a question ("Does the Federation have somewhere they could keep a prisoner in town?") let them answer it themselves ("I don't know, you tell me."). They're obviously the ones most interested in the answer.

Finally, keep notes. I'm all about running games with little or no prep beforehand, but you really need to write things down afterwards. It doesn't have to be anything big or extensive, but at least enough to give you an idea of what happened and any important names that you should be remembering. It's ok to come up with something on the fly and just throw it out there, but sooner or later it needs to be integrated into the overall plot or explained away. Not every random encounter with a goblin horde needs to become a major storyline, but by explaining it later in a way that makes sense ("Hey, did you hear that someone took out those goblins that have been raiding the King's Highway? Seems like they finally messed with the wrong group, maybe trade will start flowing again.") adds to the sense that the world is lived in, that what the players do matters, and ties up loose ends. For me personally I think this is what makes playing improv games work in the long term. Their biggest weakness is that they can feel random, like a monster-of-the-week. By taking a few minutes after the game is over to remember important things and integrate them in you r mind you can avoid the worst of that.


Ok, I promised to get into some specifics, but it's getting late and this has gotten really long. I'll have to wrap up how all of this fits into Dungeon World tomorrow. 

Monday, April 7, 2014

An Introduction

I game a lot.

By a lot, I mean that I have usually run games multiple times a week for more than 30 years now, with only a few weeks off here and there for things like vacations and the birth of my children. In my time I've worked conventions, served several terms as a judge for the ENnie Awards, and like many of us - written a handful of never-quite-finished games.

I don't say that because I feel like it's some kind of accomplishment to obsess over a single hobby for more than 80% of my life, but by way of explaining where I'm coming from. I'm an old gamer who has been lucky enough to be introduced to some of the best that new games have to offer.

I started this blog as a place to air my thoughts, talk about what I'm doing right now, and share some of my experience and opinions on games and gaming in general. I expect it to be a place for reviews, actual play posts, and conversations about the hobby I love.

Thanks for taking the time to be a part of that conversation.