Showing posts with label GMing. Show all posts
Showing posts with label GMing. Show all posts

Friday, 27 October 2017

Welcome to Prepville! Population: YOU

Shout out to Alex, who suggested this topic. Thanks Alex! I don't know how I've been writing this blog for several years and not directly addressed the topic of prep, but it's a huge one.

We started chatting about prep because I was talking about having just finished preparing for the first session of the new game I'm about to start running, MASQUE OF THE RED DEATH. It's a big change of gears after wrapping up NO ONE GETS OUT ALIVE, which was a small-cast, high drama affair. MRD is a more traditional game, running on a traditional (even retro, in a lot of ways) rule system, with a lot more demands on the GM side of things.

I think the two games will provide fruitful points of comparison in terms of what was required to prepare for both of them.

Friday, 13 October 2017

Maybe We Haunt Ourselves: NO ONE GETS OUT ALIVE

Strathclyde House. Whatever walked there, walked alone.

Last week, we finished my haunted house campaign NO ONE GETS OUT ALIVE. It was a strong finish to a game that had a lot of powerful stuff in it.

Everything about this game was an experiment, really, and it's probably lucky that it came out as well as it did, but I had great players and good tools to play with. The objective of the game was to play something that was focused on going deeper, playing harder than we had for a while, even in games that had a lot of good stuff in them. We were playing with a slightly smaller group, three players and a GM, which had important implications for play down the line. As far as mechanics go, we were using the dramatic petitioner-granter rules from DRAMASYSTEM, with the 2d6+Trait mechanic from Powered-by-the-Apocalypse games to serve as our procedural rules.

Wednesday, 12 July 2017

First There is No Mountain

This is going to sound weird, probably, but it's one of those internal contradictions that make human beings so interesting. I've mentioned in these pages my Twin Peaks-inspired game, LOST PINES, and the game I wrote for Game Chef a couple of years ago, THE LONG SLEEP. I'm unreasonably proud of both of those games, despite the fact that neither one of them have been published or widely distributed. LP is a dramatic game in the style of soap opera, where everyone plays a part in the main cast. TLS is a meditative, internal game that's set in dreams, a kind of free-flowing improvisation on a theme. Neither one of those games has a GM role.

But I'm actually not a fan of games with no GM.

Monday, 10 July 2017

Review: MONSTERHEARTS 2


I was a latecomer to the Kickstarter game, mostly because cash is often tight for us, and sometimes a Kickstarter is a dodgy prospect. Eventually, my love of games (and desire to support the people who create them) got me to dip my toes in. MONSTERHEARTS 2 was one of the first products I ponied up the dough for, and I did so without hesitation. The first edition of Avery Alder's now-classic game of supernatural romance was the text that opened up my mind to the world of Powered-by-the-Apocalypse, thanks to Avery's lucid writing and tight focus on dramatic play. Getting the finished text via e-mail recently was like gaming Christmas.

Tuesday, 16 May 2017

Review: THE VEIL


I was a teenager when I got my first taste of cyberpunk: Mike Pondsmith's CYBERPUNK, to be precise, a "Roleplaying Game of the Dark Future" that sunk its hooks into me deep. I was at exactly the right age for Mike's heady mix of violence, loud music, black leather, and style over substance, and we played the hell out of that game for a few years. I sought out Neuromancer to get a sense of the source material, and I loved it profoundly, but felt a little cheated. There was so much more to cyberpunk than CYBERPUNK actually brought to the table.

Later games like SHADOWRUN also got a lot of play, but the problem was always the same. Cyberpunk roleplaying games always seemed to get the trappings of the genre, but not the ideas that were its beating heart. Style over substance was the ethos, but it had become a kind of trap, leading us to game after game that was basically a dungeon crawl with guns and grenades.

Almost thirty years later, I've finally found a cyberpunk game that wants more than that.

Thursday, 2 March 2017

Review: FURTHER AFIELD


I wrote here recently about the struggles I'd been having getting my head into a new game. I kept waffling about what I wanted to do, and what game system I wanted to use to do it. I am happy to report that I've made some decisions at last, and I couldn't be happier with the game I've settled on. It's a wonderful D&D-derived game called BEYOND THE WALL AND OTHER ADVENTURES, by John Cocking and Peter S. Williams, from Flatland Games. I wrote a review of it just about a year ago, and I can't recommend it strongly enough. Buy it.

Thursday, 16 February 2017

Zero to One

"The distance from zero to one hundred is nothing compared to the distance from zero to one." That's a mangled paraphrasing of the great science fiction writer Spider Robinson, who clearly knows a little something about starting up a new roleplaying game.

We've been in a roleplaying hiatus here in Merrie Olde London Towne since October, with occasional bursts of one shots and social gatherings since then. My friend Rob is about to start a TIMEWATCH game, using a hack of the Cortex Plus rules, and I'm super eager to start that game -- especially since Rob has set it in the Weird 70s a la In Search Of.

But I'm a GM at heart, and I'm never happier than when I've got a game of my own to put my creative energies into. So I've been thinking a lot about getting my own game running, and lately my tastes have been running towards running an old-school fantasy game via CASTLES & CRUSADES. I wrote a while back about wanting to go back to the roots of the hobby and see what I can do by bringing 21st century HTHD ideas and indie gaming technology to the party, and that idea still appeals to me. It's everything else that's been driving me crazy.

Saturday, 31 December 2016

The Past Is Prologue

A lot of blogs are in a reflective mode, this time of year, and I thought New Years Eve was as good a time at any to share this particular look back on ten years of gaming.

A few weeks ago, a friend at our gaming table mentioned in an online post that he was having difficulty remembering all of the games we'd played over the past few years, and nudged me toward the idea of making a comprehensive list. I did, and it was both a humbling and invigorating experience looking back at all the games we'd played at our table over the past decade in London, Ontario. I sometimes say that as an adult gamer, I've played the best games of my life in the last few years, and here was actual proof.

Thursday, 3 November 2016

Hello Greyhawk, My Old Friend...


My 2016 reincarnation drama NOT FADE AWAY is wrapped up, at last, and that means I'm thinking about the next campaign I want to run. I generally have a lot of games in my back pocket as possibilities for "the next thing", but at the moment there's one idea that's taking up a lot of mental real estate. I've been wanting to run an old-school fantasy game for a while, using CASTLES & CRUSADES as my rules engine. It's modern, but with enough of the flavour of ADVANCED D&D, the formative game of my generation, that it captures something special in my imagination.

I want to use it to run Greyhawk.

Monday, 17 October 2016

Into The Great Beyond: NOT FADE AWAY


This past Saturday night, we wrapped up NOT FADE AWAY, a game I'd been running at my table since February of last year. As with all games that have any longevity at all, I have complicated feelings about it, but I'll try to talk about our experience here with as much objectivity as I can.


Friday, 16 September 2016

Tools

It's not that uncommon that I'm not here on a regular, three-time-a-week basis, which sometimes is down to schedule and sometimes is down to sloth. I am pleased to report that this month, the reason I haven't blogged in a while is actually productivity. I have been writing a new project, and so far I've written over 20,000 words on it. I am very, very happy about this, and more happy that I've been able to make writing a part of my daily routine - I sit down and write in the afternoons every day, six days a week. (Saturday is game day, and usually involves too many jobs around the house, errands, and prep issues to allow a regular writing time. But six days a week is good.) I set very modest goals for myself, and so far I have achieved them. For someone like myself who sometimes struggles with applying his creative instincts, this is terrific.

Tuesday, 6 September 2016

Cascade


Last weekend we played MONSTER OF THE WEEK for the second week running. Various things have kept us from returning to NOT FADE AWAY, my Fate immortals game, but I had been feeling the itch to roll some dice and wanting to get back into it with something lighter in tone. We had a lot of fun playing MotW, which falls toward the crunchier, more traditional end of the Powered By The Apocalypse games, like DUNGEON WORLD. It also reminded me of something that was an issue when I ran DW for my online group last year. It's not a game-breaker, exactly, but something that I think bears consideration.


Thursday, 11 August 2016

The Very, Very Late to the Party RPGaDay 2016

Huh, well this August has been a nightmare so far, putting me waaaaay behind on RPGaDay. I'm not going to try and catch up in one post, but this will get me closer.

3. Character Moment You are Proudest Of

There are lots of ways I could go with this question, but the first answer that jumped to mind was a scene I played with my wife a few years ago. This was in my friend's super-villains fighting The Man game, and our characters had been attracted to each other throughout the story without actually getting together. We planned to have a scene together in the finale, and totally expected that the scene would head in a romantic direction.

Thursday, 28 July 2016

Can Anything Fill the Portable Hole In Your Heart?

Here's a random idea I had the other day that I will probably never use, but maybe you can get some mileage out of it.

Not a big fan of dungeon adventures at this stage of my life. Why? Because dungeon adventures tend to spend a lot of time on the things I like least about the hobby. Long combats. Managing supplies. Traps. Players trying to make accurate maps. Players spending all their spells then calling the action to a halt until they get them back. Keeping track of arrows and how far you can see with torchlight and how much treasure you can carry and...

It's just exhausting. And it seldom has any emphasis on character development and drama, the things that I come back to the table week after week to enjoy and explore.

Monday, 25 July 2016

Spelunky and Roleplaying, or How I Learned to Stop Worrying And Always Get The Jetpack


Last week, after a year and a half and many thousands of games, I finally beat Spelunky.

Just in case you've never played it, Spelunky is a video game that combines old-school, brutally unforgiving platforming with modern procedurally-generated design. If you grew up in the 1980s, just imagine one of those old timey games where you jump on monsters and try not to fall in pits, except that this game never has the same exact level layout.

Yes. You are right to shudder.

Wednesday, 6 July 2016

Bring the Thunder

A recent session at my table made me realize that a lot of players need to up their game, myself included. 

We talk a lot in roleplaying circles about having "proactive" players who drive play, helping to move us away from a more traditional model where the players were reacting to stimuli introduced by the GM, or worse, where the players were looking to the GM to provide the evening's entertainment while they passively follow along. 

At our table, play is focused on the player characters and what they decide to do, and often, what their interactions with each other look like. This is a fine model for dramatic play, and I often think of myself as GM as providing more of a "moving scrim" for those elements -- a colourful backdrop, but ultimately just set dressing for the really important moments. Sometimes I apply a little pressure here and there, creating situations where player character conflicts can be brought into sharp focus. Since players at our table often call for their own scenes, this is a responsibility that is shared by everyone who plays in our games. 

Thursday, 23 June 2016

ShadowFate


I mentioned the other day that I'd just wrapped up a SHADOWRUN campaign that had been running for about ten months, The Forks. This is actually the second long-term SR game I've run in the past five years, and the second I've run with FATE. The first game, Disavowed, ran for longer and went a little deeper, and it ran long enough that I actually switched rules systems part way through. I started that game using SAVAGE WORLDS for the rules, and eventually ported it to FATE -- although it was based on the SPIRIT OF THE CENTURY incarnation of the rules, not the sleek modern iterations we have in 2016. I thought I'd talk a little bit about running SR using Fate and how it worked at the table, for those of you interested in such things.

Tuesday, 21 June 2016

Frequency

Last night we wrapped up THE FORKS, a Shadowrun campaign (powered by Fate) that I've been running about once a month since last fall. The last session was entirely satisfactory, with lots of heart-wrenching moments, although I felt that I wasn't able to push the players as hard as I would have liked in the climactic battle. Part of that was down to a truly spooky run of bad dice rolls (I don't think I got a roll that was higher than 0 all night long), although I felt like as a Fate veteran I should have this stuff figured out by now.

THE FORKS was a gritty crime drama take on Shadowrun, stripped of its usual excesses of glittering tech, heaps of cash, and action movie assaults on corporate strongholds. This was set on the mean streets of The Barrio, a desperate slum in the dustbowl sprawl that London, Ontario has turned into in 2050. Since there seemed to be no canonical drama in the region, according to the Shadowrun wiki, I decided that turning Ontario's agricultural heartland into a dusty wasteland ruined by agricorps gave it a nice Mad Max/Dirty Thirties vibe that would feel different than the Seattle Sprawl game I ran a few years ago. A lot of it focused on two of the three main characters fighting for the affections of Morning Glory, an exotic dancer who was also the obsession of a local Mob boss. As expected, with three female lead characters, it also became a story about the place of women in the Shadowrun universe, and I made sure to include as many female supporting characters as allies and enemies as possible.

Wednesday, 1 June 2016

Energized

We had a really great session last weekend, and we've been talking about it all week. Let me gush a little.

I've written here about NOT FADE AWAY, our ongoing saga of reincarnated heroes played out against the vast canvas of thousands of years of history. It's a game that we went into rebuilding the group, rebuilding trust and creating a new social contract, and also taking on a project that was crazily big and ambitious. Of all the games I pitched, this was the biggest and most difficult, and that's usually a good thing - you break new ground by being ambitious and doing hard things - but it's also been challenging. We're about at the 2/3 mark of the game now, and we're just beginning to hit our stride as a group. I've been happy enough with the game as it stands, and I think the players are too, but until you have a really breakout session where you see how good a game can really get, it feels hard. It feels like you're working toward something, and you can almost see it, but you're still struggling to get there.

We finally had that breakout moment.

Monday, 30 May 2016

Agency

I was thinking about this topic because it's a foundation issue for good GMing, and for good roleplaying in general. Agency is one of those bits that gets tangled up with a lot of other things. It's small when you give it a passing glance, but the more you look at it, the more important it becomes. If you're really rocking a game, you can weaponize agency into a powerful tool - and indeed, a lot of modern games do exactly this.

Agency is, put simply, the power that is shared amongst players at the table to create the ongoing narrative of the game. In the traditional gaming world, much of this lives at the level of the player character and how it interacts with the rules. The more accomplished the character becomes, the more mechanical advantages it has to affect the world of the game, mostly in the realm of combat, but often in less obvious or flashy ways. Agency also lives at the level of social contract in a game - unless the rules explicitly define what power players have (assuming a model where there's a GM at all), the GM decides where the players can make contributions. This may include players inventing world details as part of character building, such as important NPCs, or including backstory that is explicitly designed to be part of play.