Category Archives: gaming

#RPGaDay 2018: Day 10

I’m going to go alternate again for this one and avoid “how has gaming changed you” as I find it very difficult to envisage how I might have turned out if I hadn’t started gaming when I was around about fourteen or so. I’m also not entirely sure why I would have wanted to not get involved in roleplaying games.

Instead, let’s answer this:

Question 10: What makes you want to GM?

I GM for the same reasons that I write.

I can’t stop creating stories and characters and worlds, and I have to do something with them, so I may as well turn them into novels, games, or scenarios or whatever. If I could play music and sing I’d turn a few of them into operas I expect.

GMing does have the added fun/nightmare of allowing your creations to be enjoyed* by others, stress-tested, experimented on, changed and altered in ways you weren’t expecting.

I like the fact that people are entertained by the games that I run, that they appreciate the creations that I bring to the table, just as I appreciate the character’s that they create to roam about in the environments that I have built.

Why would anyone want to do anything else?

 

*for some reason I initially wrote ‘ignored’ right here.

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#RPGaDay 2018: Day 9

Question 9: How has a game surprised you?

In recent days, the original TSR produced Marvel Super Heroes roleplaying game has been a revelation.

Designed by Jeff Grub and first released way back in 1984, it has surprisingly turned out to be exactly what I’m looking for in terms of running a superheroes game right now. Considering the number of alternative systems I went through looking for the one*, how useful this old box of tricks turned out to be is quite Remarkable. Or possibly Amazing.

It’s simple, clear, concise. Like most games from the 80s the rule book is short and packs a lot in. Attributes and Powers are rated by ranks. Feeble, Poor, Typical at the low end of the scale; Monstrous, Unearthly and beyond as you ramp up towards the cosmic power levels of the Marvel universe.

You roll your percentile dice, and check your result against a universal table of the various ranks. Green, Yellow and Red results determine you level of success. A White result is a failure.

There’s a few more things to consider in the Advanced Rules and the Ultimate Powers Book; but it doesn’t really get much more complicated than that.

For character creation it’s hard to beat, and whilst I’ve only run a couple of sessions of it so far this time out, I suspect it’ll remain my go-to system for superhero games from here on. Excelsior!

*Villains & Vigilantes, Guardians, Superworld, Aberrant, Golden Heroes, Super Squadron, Champions, Heroes Unlimited, The Authority, and many, many more…

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#RPGaDay 2018: Day 8

Another alternate question, so I can skip the ‘how to get more people playing’ original. I can’t really think of anything beyond be more diverse and open and engaging, and encourage people to enjoy games, whatever games they like, because it’s all gaming.

Anyway, onto the alternative:

Question 8: How do you prepare for extended campaign?

In general I prepare for most creative endeavours exactly the same way.

Germ of an idea or image, somehow it links to something else or expands into a neat concept all by itself, and then I build on that with characters and places, objects and incidents.

Like if I imagine a wasteland of petrified forest, carpeted with human teeth, at some point I have to come up with a vague notion of why that nightmare might have happened and what sort of folk could survive in a world like that.

If it’s a short story or a novel, I’m looking at beginning, middle, end; side plots and tangents; opening lines and showdown endings.

If it’s a game I’m coming up with Things That I Want To Happen; NPCs likely to appear; at the same time–in discussion with the player group–characters we’d like to throw into this world/planet/universe.

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#RPGaDay 2018: Day 7

Question 7: How can a GM make the stakes important?

I’m not sure we can.

Players have to been engaged with their characters, committed to the conceit of the narrative, the ‘contract’ of gaming where we all agree to show up on time and pretend we aren’t just shuffling paper and moving dice.

We’re having adventures and telling tales and building history, right?

If we’re not doing that then it becomes a board-game and the stakes are pretty much just win or lose.

I mentioned this last year, I think, the realisation that I didn’t have to kill player characters to have an impact, because if the players were fully engaged then even the threat and risk of death would suffice, whilst if the players were detached–just rolling dice and moving markers–then even character death would never trouble them. Roll up a new random collection of stats and move on. All surface, no feeling.

If the players are tangled up with the setting, involved with the characters, then everything matters. If they aren’t, then nothing ever will.

I believe it was E.L. Doctorow who wrote:

“Good writing is supposed to evoke sensation in the reader – not the fact that it is raining, but the feeling of being rained upon.”

So, if there’s a trick, I believe that’ll be it.

Somehow, at some point in the preparation process for the game or in the playing out of the story that you’re creating, the players have to become immersed in the world-as-real, partly by you as GM building a world they’re inclined to be a part of and explore. If you can do that, and if they’re of the correct mindset, great. But you can’t make them feel the rain. They have to want it too.

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#RPGaDay 2018: Day 6

Question 6: How can players make the world seem real?

By taking what you have built for them and running away with it, by going left when they should have went right, and often by totally misunderstanding a verbal hint or random clue that sets them on a course you weren’t expecting.

I vaguely recall reading–as a teenager–the novel “Job: A Comedy of Justice” by Robert Heinlein, in which the hero character, Alex, is thrown through a series of ‘world changes’ implemented by Loki, acting with God’s permission.

There’s a moment when Alex realises that these aren’t whole worlds being created one-after-another all around him. Each world only exists as far as he can see, as far as he can readily interact–this hotel lobby, this street of shops, this cabin on a ship–the rest of it is emptiness and void, unformed.

So, the players make the world real by acting like that’s not the case. Acting like the entirety of this particular planet exists, and not just the shabby space-port and the three or four random staff you created just before the session started.

The world is real if the characters can see the farthest mountain and imagine they can walk there.

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#RPGaDay 2018: Day 5

As the actual question number five–about recurring NPCs–covers a lot of the same territory for me as the previous question, I’ve decided to go with one of the alternative options.

Question 5: Most memorable character retirement?

I’m taking this to mean something other than getting a gold watch and going to live in France; or finally winning a flying long-ship crewed by dancers…I’m thinking of it more in the sense of “routine retirement of a replicant”.

Perhaps I’m wrong in that presumption?

Anyway, there was this character–let’s call him Eddie–who was very like Fitz from the TV show ‘Cracker’. The original UK version played by Robbie Coltrane this would be. Expect Eddie also had a bit of esoteric business going on where he could tap into the minds of other folk and really get an understanding of what made them tick, sort of thing. He could see the clockworks whirring. Give them a nudge, here and there. It’s all good. Handy for solving terrible crimes and what not.

Trouble was, games being what they are, it only took a few bad dice rolls for Eddie’s careful finessing of people’s thoughts to turn into a wild bludgeoning that knocked people right out of their tree.

As I remember it, the dice just seemed to be breaking bad, every single time Eddie tried to check anyone’s mind, and things were getting seriously out of hand and this was when the game was reaching an after a fashion raggedy denouement …

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#RPGaDay 2018

It’s almost RPGaDay time again; the time of year when folk all over the blogs and social media do their bit to spread positive waves about role-playing games and generally share their experiences of playing, GMing, and thinking about games.

As always, I’ll be making an attempt to follow along with the daily posting schedule. This usually results in life getting in the way, and all of my answers arriving in unwieldy lumps towards the end of the month.

Perhaps this year will be different?

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Write on

Things went off the rails for a while as I injured my back slightly and sitting at a computer (or indeed doing anything much at all) became something of a jaggedy pain for several weeks. Not fun.

Managed to get some stuff done amidst the ensuing doldrums.

Gaming

There was no Achtung Cthulhu since the last episode I mentioned. There should be plenty more to come though, as the scenario we have embarked on is rather long and we have barely scratched the Italianate marble surface.

The game that was called Mortal is now called Decadence and there’s even character sheets. The rules continue to coalesce around the essential everything-off-one-die-roll and pride-is-key central concepts. I ran a session of the game set in a different (earlier) time period to the ‘Russia 1917’ first outing, and it featured a lot more combat, which enabled much discussion and resolution about how the nitty-gritty of vampires fighting mere humans should work.

The return to OSR gaming finally happened, with a week of character creation and background detail, and then it was off to Dolmenwood to see the sights and try and avoid getting instantly killed by something horrible.

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In the meantime

Back with more waffle about what I’ve been up to lately, in a vague attempt to build up a blogging habit.

Gaming

The proposed launch into OSR did not happen as planned, due to unforeseen circumstances for one of the players, and there was a short discussion about what the rest of the group should do instead. In the end, I decided to run a session/play-test of my fledging ‘game about vampires, and stuff’.

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What’s going on

The plan was to do a bit more blog stuff this year, keep things ticking over, stay up to date with gaming and writing projects as the weeks and months went on. So, that’s going well…

Gaming

Anyway, the gaming group have just finished a short, scrappy, some might say cursed, sequence of Cyberpunk games. Like the 2020 game itself it was all Very 80s. Rogue cops, a dodgy Doc, a media-babe with a bunny-girl makeover.

There were drugs, high technology corporate sleaze, old (dead) friends, sentient computers and surprisingly little gunplay.

Due to a restricted time frame it ended like a one-season television show cut off in its prime. Our heroes, mid-heist, discover they’re hacking the wrong computer and then:

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