Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Monday, February 14, 2022

The Real Central Tension to Your D&D Game

I've been listening to Matt Colville for a long time. (https://www.youtube.com/watch?v=e-YZvLUXcR8&list=PLlUk42GiU2guNzWBzxn7hs8MaV7ELLCP_) In case you aren't interested in skipping over to YouTube, he has a great series on running Dungeons & Dragons games (and tabletop RPGs in general). He's got about 30 (40?) years of experience running games and it's a subject he's obviously enthusiastic about. It's a joy to watch.

Matt talks about how to scale monsters to match your player characters(PCs). How to coordinate conflicts between players. The central conflict of a setting. The merits of reviled things (4th edition) and the flaws of beloved things (3.5 edition). Those topics each have their time in the sun, but they also bleed over into one another to create a tapestry of Matt Colville's Philosophy of Running a tabletop RPG.

In that tapestry, there's a deep conflict. One thing Matt talks about is how the dice are the dice. Players' characters take their chances in a dangerous world: and if a trap would deal more damage than their hit points, or a non-player character would execute them, or if a card from the Deck of Many things would randomly make a player's character unplayable, then that character--and their years of experience and adventuring--would be gone. There are real stakes to the events which happen, and to some extent they are "natural" to the world that he, as the Dungeon Master, is creating.

The other thing is fudging dice rolls and drama. He regularly covers how bad guys can choose to affect less vulnerable characters in combat and how the events of the world occur in ways that are dramatic and centered around the characters. Players are playing to have fun, not to get a Sopranos cut to black ending because of an enemy who kills them with no foreshadowing via a completely unknown mechanism.

Both are good, but they are in conflict. It's a razor's edge for any Storyteller (Dungeon Master, whatever you want to call it). Players want rules with real chances of failure to feel like they've accomplished something, but they also want to have fun. For some people, the feeling of accomplishment is synonymous with fun. I believe most of us see ourselves as being that type of person.

I'm not sure you can have it both ways. You can't overcome the indifferent clockwork of a universe that runs on dramatic narrative conventions. If you fail at the drama, it's because you were railroaded. If you succeed despite the drama that's ludonarrative dissonance. 

It's no surprise that gaming has these terms to hand--railroading and ludonarrative dissonance--because they represent conflicts which come from the tension of smushing consequential game decisions into traditional, satisfying narrative structure and saying "now kiss."

Neither one of those things is bad--not even railroading. Players can pull the old improv standard of "yes and" to a good railroading and have fun with it just as easily as they can get disgruntled. The same applies a character who is bad at lying rolling a "20" to deceive the Prince of Lies. Lots of characters would have fun with that, but some wouldn't.

Y'know, your mileage may vary. Talk with your group before playing. Ensure your play group understands what each person wants outta the yadda yadda yaddah. 

I'm not sure if it's possible.

Obviously, everyone can sit down at a table and have fun with their friends. You can play Cards Against Humanity or gin rummy or...I dunno, Crack Cocaine Chess and have fun with your friends (as long as your friends can keep it together when the cops come around).

Is there any real story if nothing matters? Copy that previous sentence and replace "story" with "accomplishment." Fictional events can affect us and make us feel very real emotions. The illusion of overcoming a problem, like solving a puzzle, can be satisfying. 

On the crust of slow-bake planet, between the vacuum and the magma, in the stellar film upon which we live like the universe's black mold, human feelings are the only things that matter, the only things that are real, I mean, after you get over the food, shelter, and water stuff.

The delusion of story and accomplishment are real, yeah.

I talk this as it relates to video games, too. I'm sorry, but there's no accomplishment in defeating a video game. There's not anything remarkable about getting video game achievements. You're supposed to win. That's how video games work. Even if there's a bell curve of people who can master a video game and people who can't, huddling under the proficient arc of that curve means diddly squat. 

You were supposed to win and all you mastered along the way was...reflexes? memorizing a level? a moveset? reading a wiki? following an instruction like a dolphin who can sort shapes?

Whoopty fuckin' doo.

This is a bit of a self-roast. If you follow me on twitter, I've been humblebragging on my fell-off-the-wagon Stellaris run for a few weeks under the thin veneer of poking fun at the game. It's just a distraction to learn and interact with the rules of a completely false, contrived world. 

D&D is that same kind of masturbatory exercise with some token challenge and a few consequences waved around like a drunk with empty gun. Even if the consequences are real, they aren't. If your character dies and their belongings are scattered towards the winds, it doesn't matter; you'll get up tomorrow and go to work.

Or maybe your DM is creating a world with consistent, discernible rules which you master and then they'll give you a few extra virtual shekels for your dolphin-like obedience. 

The truth isn't that you need to balance story or challenge; it's that you can't really have either one. Not with conventional tabletop RPGs. Not without some delusion. 

And that's fine. Delusion is, debateably, essential to how we live. Refusing to consider existential dooms and living as though they aren't present helps to focus on the present as it is instead, of considering the many things that might wipe this algae out.

I've been leaning hard into FATE these past few years, because the story is the challenge. What you overcome is the blank page in front of you and your own reticence to accept other peoples' ideas.

Ideally. I haven't overcome shit while playing FATE and as I'm writing this I realize I've always been a bit too comfortable blaming other player's lack of enthusiasm.

For someone who felt I needed to define "dungeon master" a few paragraphs back, I'm comfortable blowing past was FATE is. FATE is a tabletop roleplaying game like Dungeons and Dragons, but whereas D&D game mechanics include status effects, ranges, spell components, and the linear probabilities afforded by a single 20-sided die, FATE's mechanics are about drawing broad characters, using drama as a currency, and creative a story collectively.

I've also thought about picking up Microscope. Another tabletop RPG--which isn't a game, so 'Another tabletop RP'--where players agree upon the theme of, ground rules of, and events which will bookend an era in a world's history. They then take turns adding periods, events, and scenes in the era of that world. The game is the creation of the world itself, with players roleplaying historical characters during specific scenes.

For the past few years, I've told people "I haven't been in the right headspace" for roleplaying. I wasn't before I started saying it, but then I didn't realize why I wasn't having fun with it anymore. I don't feel like throwing on the skinsuit of an elven ranger and listening to Important NPC from a generic fantasy world talk about Task to Retrieve/Discover/Destroy the Notable Item/Person for STAKES and then accomplishing that Task via overgrown tabletop wargaming mechanics and negotiating reality with the DM. Worse, it's actively aggravating.

You might say, "VanVelding, you have depression." Obviously, reader-slash-listener-slash-watcher. Obviously.

That tension isn't a gamebreaker for most players. Players show up and appreciate a little bit of story, a little bit of gameplay, and a little bit of...what I can only see as trolling the world out of genuine curiosity. Even when they love it, in a lot of ways the DM's world is set in opposition to the player. The combination of our world's DNA and the need for basic conflict makes no part of that world come into sharper focus than when it's set against them.

No one asks the color of the tickertape when they're throwing the heroes a parade.

It's the Storyteller who is shouldering most of that tension. They create not just the story (usually) and the game challenges, but they're also engaged in worldbuilding that's satisfying for every Storyteller I know. And if they're doing it in Dungeons and Dragons, it's all built on the caprice of a 20-sided die.

Have I bitched about that before in this essay? Probably, but it's a flawed system and one that 5th edition's advantage/disadvantage system really improved.

The Storyteller is often saddled with the additional burden of keep up the delusion--pretense?--of events being relevant. Now, that might be baked into "making a story that's good" and "making gameplay events which are good," but it's more than that.

There are plenty of stories which are just fine without pretense. NBC's Community snarked its way through six seasons kind of aware it was a TV show and subverting TV show tropes. Garth Marenghi's Dark Place is sublimely self-aware. 

There are games which are satisfied with saying, "this is a game." The Stanley Paradox.

But for players who are playing characters, you're telling their story, and you can't schlep it out or turn to the camera and wink when they're doing things they enjoy. The point of playing a cool character in D&D is to play a cool character. DMs don't say, "You reduced the dragon to 0 HP. You've won Dungeons and Dragons," then shake everyone's hand and end the campaign by reading the credits of the adventure module.

So the Storyteller keeps the story, pretense of relevance, worldbuilding, and game part of the game going. It's a lot and it's a lot to put on the shoulders of one person. So while we're doing that Session 0 talk to your group set expectations rigamarole word salad, maybe consider not playing D&D?

Do your friends want to spend time together while killing dudes and comparing builds? Path of Exile is free and fairly fun.

Do you want to explore an interesting world that your DM friend has created? Just fukkin' ask them about it.

Do you want to collaborate to make an interesting story? Microscope is fine, but so is just chillin' out and making a world. 

Or maybe you all want to work together to build a world with some ground rules and play through some challenges. Maybe play D&D, but instead of showing up once a week and dropping 2 quarters into your DM so they amuse you for a couple of hours, you can heckin' talk to them and start picking up some of the storytelling. Maybe offer to run or co-run a few sessions. Pitch in on worldbuilding so you're familiar with it.

If you're trying to wrap a story around a game, there's always going to be tension there, but unlike the tension from Matt Colville's Politics 101 primer, you don't want that tension to boil over and snap into a big, cool, fictional war. You want to acknowledge it and build around it to ease it. The best way to do that is to share it.

Friday, April 10, 2015

Nations as Characters: Examples

So I'm still on this kick. It turns out that the FATE Core book has an example of this. It keeps the basic skills and includes aspects (of course). I haven't moved onto aspects or stunts yet, but if my interest keeps up, it's the next thing on the list.

Ententé Alliance
Diplomacy: 3
Culture: 2
National Resolve: 2
National Loyalty: 1
Military: 1
Infrastructure: 1

In the original 3087 setting, the Alliance was a small collection of systems carved out just rimward of the old FRR remnant. Populated with Clanners, Lyrans, and Dracs (is "Dracs" offensive"?), the Ententé Alliance citizenry enjoys the wealth and plenty afforded by peace and technological advances.

EA's (I know) strong diplomatic ties with The Ghost Bears, Draconis Combine, and Lyran Alliance--buoyed by technology trades (mostly medical), military cooperation, and intelligence sharing--are enough for the little state to become one of many cross-roads of known space.

Potential Aspect
Doctors of Honor:  Partially because of their extensive genetics program and public services, Alliance doctors are considered some of the best known. While the Alliance has doctors as good as those of any other state, it also produces Doctors of Honor, who participate in a training regimen designed after that of Clan Warriors. While many debate the efficacy of the program, those who have attained the rank of Doctor of Honor are a close-knit, highly-prized few. This aspect can be used on any infrastructure or academics roll dealing with almost any aspect of medicine (Usually an Academic roll).

The Jade Falcon
Military: 3
Infrastructure: 2
Law Enforcement: 2
Mineral Wealth: 1
National Resolve: 1
Academia: 1

Friday, April 03, 2015

Piddlin' about with the nations-as-characters thing again

You know I have an unhealthy thing for my old Battletech: 3087 game (Don't worry, I'm not going to repost it again). In it, players had characters and nations that they ran. The nation turns were simple and abstracted so that players could understand what was going on and make decisions on a national scale. One of the lessons I pulled from the failure of 3087 was that players "get" characters and a good nation-running tabletop game should characterize nations the same way it does characters.

I obviously started with FATE. Skills are bedrock in FATE and I needed a similar positive and negative skill space that characters get. I tried to convert FATE stock skills 1:1 to national-scale equivalents, so each nation could have ten of fourteen skills, but that was unwieldy. I settled on six out of eleven:

Sabotage (Provoke)
Infrastructure (Athletics)
Espionage (Notice)
Internal Security (Stealth)
Law Enforcement (Investigate)
Diplomacy (Deceive/Empathy)

National Resolve (Physique)
National Loyalty (Will)

Military (Fight)
Natural Wealth (Resources)
Culture (Contacts/Rapport)
Finance (Burglary)

Academia (Lore)
Artisan (Crafts)

It feels like a mixed bag. Some of these interact pretty well, but others don't. Impossibly, there are still thirteen. The Sabotage/Espionage and Security/Law Enforcement skills should probably be rolled into one. 

Would you like to run a nation that has six of these skills? Plus Stunts and Aspects that are mostly specific iterations of these skills (ie, a particular unit, a singular resource like vibrainum or hargel, or individual, exceptional people?). 

Where do technologies, histories, and nation sizes still fit into this? Still working on it.

Wednesday, March 11, 2015

FATE Inspired by Battletech: Non-canon Examples

So now I'm making 'mechs that aren't canon or which were originally made with the FATE rules. It's not enough to create 'mechs from Battletech; a good system can go beyond that. At the very least, I want it to go beyond that.

Cobra IIC
This little guy is certainly made with the Battletech rules. It's from the 3087 setting I kinda half-made a while back and tried to run with the guys. The Cobra IIC is a signature of 'mech of The Federated Hellfire Territories, a mixtech chassis that sports a pair of Clan Streak LRM 15's as its central weapons.

Tech Level: 11

Skill Points: 11
Skill Maximum: 4
Equipment Points: 11
Aspects: 4

Skills
Ruggedness: 1
Maneuver: 4
Accuracy: 5*
Electronics: 1

Aspects
High Concept: The Dancing Death
Trouble: Cutting Edge Design
Aspect: Long Range
Aspect: Missiles
Aspect: Jump Jets – Can invoke this aspect when trying to climb slopes or jump over obstacles.
Aspect: National Unit – A player may invoke this aspect to acquire this 'mech or related repair components if they're especially well connected with the Federated Hellfire Territories government.*

*A unit may rise above the skill cap by turning an aspect into a non-combat aspect.

Equipment Points
Ammo Points: 4
Neural Interface: 4

Stunts
Sandblast: A pair of Streak LRM 15's definitely qualify.
Strong Firepower

Wednesday, March 04, 2015

Star Trek: Taiwan: The Crew

So I've been talking about The Star Trek RPG (and related endeavors) for a while now.

I've never really laid it all out here. We've actually been playing it. Interest is low, bordering on dead, but it's still happening. There is the primer I handed out to my players, but that's forty pages. (It's here.)

So, it's 2404, twenty-five years after the events of Star Trek: Nemesis and twenty years since the human race vanished. It's no secret that the human race did a lot of heavy lifting in Starfleet and (for our purposes here) the rest of The Federation. The resulting power vacuum brought known space to the brink of total war and a sham Federation was propped up by the usual suspects (Klingons, Romulans, Ferengi, and Cardassians) to maintain a peace while everyone sharpens their best knives.

Monday, March 02, 2015

FATE Inspired by Battletech, Canon Examples

So I've been doing the Battletech-Inspired FATE Mecha system over the past couple of weeks and the best way to cap it off is with examples.

Thug
The interesting thing about this system is that versions of 'mechs aren't so important. What's the difference between the single-heat-sinked, SRM 6-ed Thug and the double-heat-sinked, SRM 4-ed? A small amount of firepower and some heat dissipation? Notable, but not significant.

Tech Level: 7
Skill Points: 7
Skill Maximum: 3
Equipment Points: 7
Aspects: 3

Skills
Ruggedness: 3
Maneuver: 1
Accuracy: 3
Electronics: 0 - As in FATE, a skill of 0 doesn't mean an absence of a skill, but an average level of it.


Aspects
High Concept: Definitive Zombie 'Mech
Trouble: Not as scary as advertised - 
The Thug is a venerable 'mech, but it really isn't a killer. It's a tough chassis that can dish out moderate damage with a complimentary weapons array.
Aspect: Classic Design
Aspect: Medium Range
Aspect: Lasers

Monday, February 16, 2015

FATE Inspired by Battletech, Part 3

FATE Points & Stunts
So whereas characters have 3 stunts and 3 refresh points they can spend on more stunts, 'mechs have Equipment Points they either spend on 'mech stunts or allocate to specific types of Equipment Points.

Regular FATE points can be spent to invoke 'mech aspects and pay for 'mech stunts. Equipment Points can be spent to do so as well. Some 'mech stunts mention which type of Equipment Points they require (any FATE points will do).  In general though, each type of equipment point can only be used for stunts and aspects related to two skills.

Equipment Points
Structure Points (Simple): Myomer muscles strain, metallic bones fracture, and engine components blister and fry under massive outpourings of energy and radiation. Structure points aren't a certain number of a thing, but how Tonka-fucking-tough this 'mech is and how far past the quoted specs you can push it before it breaks. Structure points can be used for stunts and aspect invocations related to Maneuver and Ruggedness skills.

Ammo Points (Simple): Bullets, drones, and even reserve coolant pods fall under the category of ammunition. Anything that a 'mech stacks up on that it'll use up in the field will work. It's assumed most 'mechs with ammunition-based weapons use those weapons frequently. Ammunition points represent massive outpourings of ammunition or the use of very limited quantities of specialized ammunition. Ammunition points can be used for stunts and aspects related to Electronics and Accuracy.

Thursday, September 04, 2014

Edere Vir: WoD Implementation

So a few weeks ago I started talking about a monster type I made called the Edere Vir. Originally envisioned as a part of the World of Darkness, they were humans that preyed on other humans for power and advantage within society. I'm still turning the idea over.

As a WoD monster, there'd be a point value assigned to each body part which they could use to power their abilities. Eyes would cost something like one, legs would cost four, etc. An Edere Vir would only be able to store 10 or so points as a starting character unless they got a meta power.

Monday, December 30, 2013

Progress Report: 30 DEC 13

So, I have something of a history of heaping too much onto my plate. So I was thinking about what would happen if I kept a record of all of that stuff over the course of a few days so I can see where I'm getting shit done. Not exciting, but good for a few laughs. 

Maybe.

Probably not.

Wednesday, November 13, 2013

Trusty Lord: Trust in RPGs

So, as you know, I've been running a roleplaying game (if I had my stuff just a little more together, you'd be reading about that right now instead of this). I originally wanted to do a 26 part series on roleplaying theory, the FATE system, and the specific Steel, Sand, and Sunsets game I'm running. Life happened and now I'm running that game instead of theorizing about it.

Trust. When you think about it (or mistype it like I just did), it reminds you of the word "truest." Generally, players do want characters that are true, as it's a virtue. Having a player that's trusting is considered a drawback. Earning trust is a sign of power; giving it is a sign of weakness.

Wednesday, August 07, 2013

The Joys of Spellbook Ownership

So, I have this thing where I don't usually play D&D (or Pathfinder, which is D&D). It's not my thing, but whenever I do play D&D I often like to do it as a wizard. A specific wizard. The best wizard. Lucio Pavlec.

Now, Lucio is my go-to wizard because I kind of grok him better than most of my other characters. If this seems familiar, there's an older blog where I go on about him at length. I never know which particular version and level of D&D I'll be using Lucio in, so I've prepared an exhaustive, if not comprehensive, collection of them.

If you've played D&D before, you know that spells are kind of a big deal for wizards. Now, I like the plethora of D&D spells as much as any other reasonable human being but it's a constant struggle to keep up with what spells I have and what they do exactly.

Conventionally, a player would just copy-paste the spells from an online source and make a reference document. I did that, but then I realized I could take it a step further and found a parchment image from the internet. An hour's worth of working with Microsoft Office and a lifetime's worth of cursing later, I opted to just give my reference document a quadruple pass through the printer to make:


A spellbook. 

Wednesday, March 13, 2013

Star Trek Crash Course

Star Trek is great. If you're reading this, you probably already know that. You also probably like roleplaying every setting that inspires you, and if Star Trek does one thing, it's inspire people. The question is this: How do you get your non-Star Trek friends to "get" Star Trek?

Whovians have it easy; the adventures of the good doctor from Gallifrey are fantasy in space. The only rules that apply are those of drama. Similarly, Mass Effect mostly nods to the science requisite to serve its actiony, genre-packed, Tolkienesque setting.

Star Trek was never smart enough to commit to either strict continuity or pure drama. There are hard rules to Trek, but drama, imagination, and morality tales take turns dragging those rules into a corner and working them over violently with spanners.The setting is packed with technologies and ideas that should change the universe's functions fundamentally. In Star Trek, the airplane would have been discovered, used to bomb Washington D.C.,  then thwarted by a sailing vessel and never been explored again in favor of slightly more ergonomic sails. It's a fucking mess.

Wednesday, January 23, 2013

The Gaming Renaissance

Guys, gaming has been crazy yet. As you know, I like playing some Magic, doing some roleplaying, and firing up a console. I'm not really a gamer in the sense that most people are; I prefer to have a more productive use of my time between applying for jobs, whining about Star Trek, and finding out the newest way that jump-dolphins are plotting my demise. Lately, however, things have been pretty rough. I've had no bites on my job applications, my money is still finite, and I'm pretty sure Shortpacked!'s Dave Willis has thrown in with the jump-dolphins to blow my fucking mind.

Luckily, I've got a lot of Magic under my belt these past few weeks, I'm juggling RPG schedules as I try to balance a 3.5, a Pathfinder, and a Werewolf: the Apocalypse campaign. If I'd ever played D&D before it was salvaged from arcane, nerd-based overcomplexity (4th Edition), this would truly be a nostalgia bonanza. As it is, it's just a regular bonanza of character creation, dice rolling, and trying to stat out The Greater Dominus Encyclopedia on the Proper Preparation and Eating of Dicks because apparently, my character's lightning hands don't actually effect lightning elementals and they can eat a mountain of dicks as a class power because fuck them for being immune to my magics!

I'm having loads of fun, but damn, it is exhausting. I can't complain really; I will complain because it's who I am, and I will complain because I'm too highly talented to get passed over on a lot of the opportunities that I've seen, but at a bare minimum I promise that the most righteous of complaining won't include my gaming schedule.

Probably.

Friday, September 28, 2012

The Kirk Statue

So, I really like this idea of a Star Trek RPG. Heaven knows, I'm probably never going to be able to run it, but I love the idea and I'll love it until I quit watching reruns of The Next Generation on Netflix and something shiny comes along (Last week I got flack from a woman in her 40's for not having seen Firefly yet, so that probably.).

Anyway, in a setting where humanity isn't around, but Starfleet and The Academy are, it occurred to me that there should be a damned statue of James T. Kirk around somewhere. What would a statue of Starfleet's most notable member be without an inspiring quote? 

"How we deal with death is at least as important as how we deal with life."


Tuesday, September 04, 2012

Star Trek Homebrew RPG

Intro
Guys, I love Star Trek and roleplaying. In the past, I've been unimpressed with the complicated system used for many Star Trek (and other ) RPGs. They possess a certain technical fidelity, but suck in general. My dissatisfaction stems from the belief that Star Trek is a morality play set in a science fiction universe, not a cohesive, hard science fiction setting. I would love to play a Star Trek RPG, but I can't; anyone else running Star Trek would get it wrong. This leaves the creation and execution of a Star Trek Roleplaying Game in my hands. 

Pitch
If you've ever run a roleplaying game, you know that roleplayers are dickbags who generally don't get Star Trek (or at least my very narrow interpretation of the franchise). I've adopted an approach which accepts that players are dickbags who at least want to learn how the Star Trek universe works. Keeping that in mind, the best pitch I've got is: Ten years after the events of Star Trek: Nemesis, aka Star Trek 10, aka Star Trek: Franchise-Killer, the human race began vanishing, removing the backbone of both The United Federation of Planets and Starfleet.

Wednesday, August 10, 2011

The Game's The Thing: Play By Email Strategic Roleplaying Game

As I often do, I’ve gone on about the principles of a Play By Email Strategic Roleplaying Game (PBEMSRPG, or P*S*R) without actually explaining what it is.

A typical turn of a P*S*R would have a player receive an email. It’s a piece of fiction, in-character communiqué, or a bare-bones description of events in the universe. These events could include a new issue that’s arisen worthy of a leader’s attention (either mild unrest, an invasion, political maneuvering, an intelligence report on enemy activity, etc.), the results of an ongoing project/storyline (like an update from the front in a war, the latest success in an intelligence war, or details from an economic revitalization effort), or a communication from another faction (like a message from another player's character).

Thursday, July 28, 2011

The Game's the Thing: Strategic RPG

Technically, I’m in a committed ‘projects’ with Terry/Richard right now, but we all know how crap I am at commitment.

Most of the people I game with know that I’ve long wanted to run a Strategic Game where each player runs their own nation. Something like Risk, but with more granularity. The guys who ran Battletech released one a few years ago that (surprise) wasn’t well play tested, was missing some rules, contradicted itself in parts, and (of course) required a 5th dimensional spreadsheet to play. None the less, my appetite was thoroughly whetted by this disaster of a game.

Why? Masochism.

Monday, March 07, 2011

7252-Favorites

 
Tweets are great. My tweets are better. And these tweets are the best of the better.

It's what I do. Just keep going. That first year of college is usually the roughest. Followed by the 5th and 12th.
I've been in college for a while.

Playing Shadowrun. Need to make the blanket defense of all my character's bad decisions--"I'm an ork"--more deadpan. Practice, practice.
12:14 PM Sep 20th, 2009 via web

Naked females aside, it was a pretty good day.
1:14 PM Oct 11th, 2009 via txt

What?! They just moved this hundred-page, all-Pacific party to the European theater! O-o #Cryptonomicon 
2:06 PM Oct 14th, 2009 via txt
Cryptonomicon. Pretty good book by the guy who wrote Snow Crash. Check it out. Better yet, check out Snow Crash.

Just described myself as 'a rolling stone.' Is that pretentious? It feels pretentious. 

5:50 PM Oct 21st, 2009 via txt
Good news is, it's far below my pretension baseline, so...I'm the rollin'est stone ever.

What if you put the happy thoughts mirror from Harry Potter into the dark force tunnel from The Empire Strikes Back? 
4:19 PM Oct 29th, 2009 via txt
Then put Cobb from Inception in there. According to box office release numbers, this should be the best joke I have or will ever write.

Jesus christ, I hope that woman's face is a halloween costume. I think I just became double-gay. 

3:58 AM Oct 31st, 2009 via txt
Saw Elton John on the cover of People a few months later, so it canceled out. Just regular gay again.

The Sentry dies in every other issue of the Dark Avengers. It's like they're making a comic with Sentry for people who hate The Sentry. 

8:26 PM Nov 4th, 2009 via txt
I'd make a joke about how that could be a comic for everyone since The Sentry is universally loathsome, but I know there are people out there who love The Sentry solely because in New Avenger #2151 it talks about how he'd be so much stronger than The Hulk and Superman put together and if anything makes you a winner, it's liking imaginary dudes who could totally beat up other imaginary dudes.
Dark Avengers was a comic with The Sentry for people who weren't shitpiles.

You can't colonize Mars, man, it's full of ghosts! 

Saturday, November 14, 2009 5:11:25 AM via txt
True story. I saw this whole documentary about it.

Man, I can't watch "The Rock", I need to sleep. Wait, John C. McGinley is in it?!
Sunday, November 15, 2009 7:03:56 PM via txt
I don't mention my love of John C. McGinley's character of Perry Cox from Scrubs much because for the past few years I've played this drinking game where whenever I'm reminded of Scrubs' decline, I drink until the sad goes away, but...*glug* *glug* *glug* 

 
For treatment of medical-related sadness.

Wednesday, February 23, 2011

The Game's the Thing: The Core of Roleplay

I mentioned to Josh that we could simultaneously do a Novel Writing Month challenge as a way for him to get back in to writing and for me to continue writing. He countered with a ludicrous (sorry dude) idea that we make a roleplaying game together. In the spirit of challenging myself I gave us thirty days to come up with a system. With that in mind, I've started considering the very essentials of roleplaying.

Most roleplayers have their own reasons for playing, but the reasons are common enough for most players. Many players crave virtualism; they want to act in a world where the normal restrictions don’t apply. Whether that restriction is their inability to shoot fire from their fingertips to burn down an orphanage or their inability to express how they feel or an inability to communicate to others their creativity. When players seek exploration, they want to learn about a setting, a place, or a person. Some players explore through the setting, some do it by advancing the story to see what comes next, while others create a character and explore their response to situations as that character encounters them. Much like virtualism, people who play to escape want to be in a fantastic setting, not so much for the setting or the people, but because it gives them an escape to focus on something else for a change, something straightforward that can usually be solved by punching instead of whatever their real life problems are. The fourth major reason people play roleplaying games is because it’s a social activity. Their friends are doing it, so they do it to interact with their friends. Taken to extremes, they don’t really care if the party lives or dies because, hey, at least they’re meeting people.

Monday, February 21, 2011

The Game's the Thing: Three Campaigns, Part Two: The Father

The Ciaren Campaign

My first DnD game and the only game I'm currently running (technically). While I've only run three full adventures over eleven sessions or so, I think it's been a success. I attribute much of that to two factors: frequent play and minimalism.

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Frequent play does a lot to keep momentum up. Players remember facts and characters. They stay energized and anticipate playing. I picked up a regular schedule (mostly), which keeps me pushing forward on stories and gives players time to get their own affairs in order for play. Especially for me, learning a new system, it keeps the rules fresh in my mind and running the same adventure over and over again helps. Even better, I'm running on a six adventure timer. I don't have to worry about Adventure 7 or 10; I don't have time. If I there's villain in Adventure 2, he's going to have to show up again by Adventure 6 or not at all. There's aren't--and can't be--a lot of interwoven plot threads where X affects Y because it's just six sessions and I don't have time for that bullshit. Sure, there are vague ideas about the second arc, assuming the first ends well, but I'm simply refusing to think of it until I'm done with this one. I'm focusing on, maximum, six stories at a time, usually self-contained. I've found it very liberating, which brings me to my next point.