Monday, November 17, 2014

What does the Antagonist Want?


First, taste, as illustrated in two music videos.  Do yourself a favor and watch both.  Watch both the whole way through, it's very much worth it and I think they will illuminate much of my thinking on the topic of the blog post.

1. Akron/Family "Silly Bears"

2. Scott Walker/Sunn O))) "Brando"
Both of these are classified under "Experimental Rock" and I enjoy the hell out of them both.  But, there is a huge difference in tone and they illustrate much of how I've been thinking about running RPGs late.

Make sure you've watch both and then continue reading.

Saturday, November 15, 2014

What does the Protagonist Want? Because I usually have no idea.

(title of the blog post stolen from the incredibly awesome What Does the Protagonist Want? which is well worth a read)


     Thinking about Numenera character creation, my frustration with D&D 5E backgrounds (and Dungeon World bonds and alignments to a lesser extent) and consider several GM advice books which suggest using sentence pitches for campaign planning and adventure design, I've been thinking about how to apply sentence summaries to more things, like PC motivation.
     Toying around with the idea of running a Numenera one shot sometime in December/January and realized that the Sentence Character creation could be extended ever so slightly to add a character goal or motivation to the current structure.
     As a reminder, Numenera character creation boils down to " I am a [adjective] [noun] who [verbs]." So a former commando turned mercenary who recently discovered that she has a supernatural or technological knack with animals might be "I am a Stealthy Glaive who Controls Beasts". Why not add a want clause, like "Who wants to [motivation/goal]." So then if the former commando woke up as the only survivor of a battle and that's when she had this new connection with animals, perhaps her character summary sentence would be "I am a Stealthy Glaive who Controls Beasts and wants to Discover Why She Has this new Power." Hopefully a compelling character and it certainly gives the GM a few ideas of what the PC can do and what the player would like to do. It also provides an easy reminder to the player for their motivation, ie, their PC should be working to understand or uncover why she has this new affinity with beasts. One advantage of this, is that it forces the player to distill down a few things that they know they are interested in exploring in the game.
Let's try this out with my other PCs, adapting the Numenera character sentence structure to other systems.

Thursday, November 13, 2014

Play Report 1: Poor Player Decisions


     I'm 23 days into my GM-hiatus and I've managed to finagle my way into three games. Because I'm a jackass, I'm playing a Dungeoneer, Izotz Sendoa Harkaitz Mael or Ish, in a newly started Dungeon World game set in a fantastic version of the present. Because I'm not good at going with my gut or putting two and two together I'm playing a magic user in an ongoing AD&D/OSRIC campaign that I've joined. And because I didn't do a good job of considering the play style or potential story lines and didn't ask, as a player, what the game was going to be about, I built a Troll for a new Shadowrun campaign that I will be completely scrapping in favor of a character better suited to the game and group. Finally, because the scheduling gods are cruel and fickle bastards whose rituals I no longer have the patience to perform, I had to take a pass on playing 5E D&D for now.

     Overall, as I reflect on the play I've gotten in over the last few weeks I've realized that I've been making (1) Poor Character Choices and (2) Letting my GM burnout prevent me from bringing my experience to the table.


1. Poor Character Choices


     In Dungeon World the poor character choices I've made are minimal and mostly limited to my choice of Dungeoneer, a non-standard class from DW1 - Lair of the Unknown (parenthetically, this looks like an excellent little Dungeon World Module, so maybe I'll have to try it out at some point or at least beg, borrow and steal from it) instead of taking one of the unused playbooks from the basic DW book.  I could have chosen Bard, Cleric, Druid or Paladin (or even Barbarian) but instead I had to be a special little snowflake and choose a non-standard class.  It would have probably been fairer to the other players if I had chosen one of the base classes, but with DW that's probably the least of my sins as a player.

     In the AD&D/OSRIC game, the DM was subtly pushing me towards playing one of the existing henchmen, but there weren't any thieves among them and I had my heart set on a thief.  So, instead I rolled up a character and rolled extremely well and paradoxically not well enough (multiple 15s and nothing under a 10, but no 16s to be an illusionist or paladin).  Because the talk around the table was that there were no PC magic users in the party and there was a PC thief, I ignored my desire to play a thief and built a magic user instead.  I decided to make a former scholar turned magic user named Horatio, but ignored all the context of the party and spend 60% of my starting funds on six daggers so that I could potentially make it through 3 rounds of combat.  I would have been much better suited to plan on avoiding combat at any cost and putting that 120 silver into supplies like extra flasks, bottles and multipurpose adventuring gear that would have fit a scholar background, but alas, I let myself get sucked into the idea that when combat occurred, I would need to be able to defend myself for a round or two.
     Of course, I completely ignored that there were several 4th level PCs in the party and that there were at least 8 henchmen at least two of which were also Magic Users, so Horatio was never in any danger during combat.  In fact, during the three combats in the game, all I had Horatio do was "watch closely" to better understand how the various molds and fungus we were encountering behaved.  Would have been far better to have stuck with my gut and been a thief and had some scouting to undertake and a chance to make an attack or two during combat.  But now that I've committed to the Magic User, what I'll do instead is see if the GM will be kind enough to let me change my many (relatively) expensive daggers for a cheap and useful staff and to retroactively purchase a better set of adventuring equipment that better reflect a scholar exploring the world than a half a dozen daggers.

     Most grievous of my poor choices as a player was the creation of my initial Shadowrun character, Tallow, a troll ex-police officer who was going to refuse to use any weapons aside from his fists.  Seriously, like a fool, I had to have the GM badger me before I even gave Tallow a shotgun.  Most of the poor choices here flowed from not being proactive about asking about what kinds of stories would be told in the game.  Fortunately, the brief, non-canonical sample scenario gave me a feel for how much more procedural and simulationist the GM was planning on run things and quickly dissuaded me from making Tallow my actual PC.  Instead of working with the GM and other players to make a PC that would fit the group and the game, I let myself focus, laser-like, on a character I'd like to play, not bothering to figure out how my character would fit into things.  Because of this, I let myself craft a character who might have an interesting back story and personality, but who will be utterly useless on the runs the game will revolve around.
     Tallow might have been an interesting character for another game, but I don't think he'd last long or have much to do in the Shadowrun game I'm actually playing in.  Better then, for me to go back to the drawing board and craft a character who might actually fit into the party and the story of the game, a character who'd actually be useful on a run.  To that end, I'm thinking I'm going to create a Face, a smooth talker who would actually be able to talk his way out of the situation that Tallow found himself in during the sample session.

2. Poorly Shared Experience


     This wasn't really a problem in the AD&D/OSRIC game, as it's established and has been running for many months, but I for the Dungeon World and Shadowrun games I definitely let my GM burnout prevent me from applying any of my experience as a GM to help shape and start the games up, except, of course, in ways that were probably unwelcome and intrusive.
     How often, on this very blog even, have I wondered how to make more cohesive parties, how to tie player characters together, how to build good group backgrounds?  Did I bother to try and help either my DW or Shadowrun DM shape the groups into cohesive groups? No.  Instead I very selfishly and short-sightedly focused down on my characters, not even trying to build the group around them, more focused on not trying to butt in with suggestions (for whatever stupid reason) than with really assisting with character creation.  Of course, during Dungeon World that didn't prevent me from making a few obnoxious rules-lawyer-y remarks and arguments.
     So, for DW I pushed a little to have the GM explain the premise of the campaign, but did nothing to really help the other characters build their characters and to shape the party as a group, leaving the GM to declare by fiat that we were basically the neighborhood watch because the players didn't come up with any real reasons why we knew each other.
     This seems to be the biggest issue I have with the DW bonds.  They work well to tie PCs together and mechanically to give reasons to resolve intra-party interactions, but as far as initial backgrounds they need a preface statement.
     For example, one of the bonds I used, I stole from the Fighter sheet (did I mention I felt I was a special snowflake during character creation and didn't let the base book restrain me at all?) is: "I worry about the ability of _______________ to survive in the dungeon.".  Ironically, I chose the fighter for the bond, but while the bond explains some of our current relationship, it still doesn't explain our past relationship.  What it needs is a preface like "because I saw <Fighter Name> fall into a pit trap when we went into the haunted woods, I worry about the ability of _______________ to survive in the dungeon."
     Or another, for the Dungeoneer bond"I will show __________ that the underground world can beautiful as it is dangerous." I chose the elf wizard.  But that bond alone doesn't really explain how I know the elf wizard or why I'd feel that way.  Better to add a preface sentence like, "Elf Wizard is like most other Elves who hold that the underground world is to be disdained as ugly and dangerous in favor of the so-called splendor of the above ground world and it's forests.  I will show __________ that the underground world can beautiful as it is dangerous."

3. Goals for Next Sessions  (aka be a less cruddy player)


Dungeon World: 

  • Work to coalese the group, hopefully by declaring someone else the leader and then supporting their decisions and serving as a tactical lietenant and advisor.  
  • Rebuild bonds to add preface statements explaining the bond and better fleshing out the connection.
  • Intrude less with alternate rules interpretations, unless asked.

AD&D/OSRIC:

  • Work with DM to adjust initial equipment purchase and weapon proficiency to better reflect scholar background and non-combat role in party.
  • Take better notes.  If I'm going to play a scholar, I should probably take better notes about the research and discoveries I make.  I glanced at my notes from the first session, and I have a sentence and a half.  Horatio might not care too much about mapping the dungeon, but he probably wants better notes on the endothermic mold they found. 

Shadowrun:

  • Create a new character that will better fit into the group and expected story as a Face.
  • Build relationships between new character and the other PCs to create a more cohesive group.

For All Games

  • Minimum of time on the phone/ipad/laptop.  Since I plan on demanding this from my players, I better model it now.





Tuesday, October 21, 2014

A Few Problems with D&D 5E Backgrounds

As I've read the new 5E Player's Handbook, had players create new PCs, recreate old PCs and use pre-made PCs I've come to realize that I have a few problems with them.  That's not to say that they're not a good addition to the game, just that there are things about them I'd like to tweak.

Here are the shortcomings that I've found so far:

  • They don't tie the party together.  
    • Seriously, this is a big one.  The backgrounds all seem to focus on where the character came from and a little on how the character fits into the world or is motivated to adventure, but they provide very little that ties one character to another in a party.
    • Unlike Dungeon World bonds, there's nothing in any of the backgrounds that clearly indicates how your character would be bound to the other weirdos in your band of thieving murder hobos, I mean, your party.
  • They're not great about providing plot hooks/reasons to adventure.
    • Here is an example of how a player could make a character with the Entertainer background who has no plot hooks/reasons to adventure taken from the background.
      • Personality Trait: "I'll settle for nothing less than perfection." (This one almost screams "I won't last long adventuring" to me).
      • Ideal: "Beauty. When I perform, I make the world better than it was. (Good)." (Might be an admirable Ideal, but it doesn't really give the player any idea why the entertainer might decide to travel far from the crowds of a city or village to battle goblins in a wild forest or skeletons in a dungeon).
      • Bond: "My instrument is my most treasured possession, and it reminds of someone I love." (This one almost, almost could read of a plot hook, but not quite.  As a DM I'd be tempted to steal the instrument and use that as the hook, but the very next bond down in the PHB is that very shtick, so a player who chooses this bond doesn't want that or they would have chosen it.)
      • Flaw: "Despite my best efforts, I am unreliable to my friends." (Honestly this one just reads to me like that character is just going to oversleep in the inn while the rest of the party fights the orcs.)
    • Maybe I'm being a little uncharitable, but really, what I want from the backgrounds is to provide impetus to the player, to give them a few easy sentences to refer back to when they inevitably go "wait, why does my character care about this Lich again?"
    • I think a better implementation would be to have every Ideal provide motivation and every Bond provide a plot hook or at least a jumping off point (ie. the Entertainer's Bond of "I want to be famous, whatever it takes." at least provides a reason why that character would be an adventurer.
  • Finally, my last problem with the backgrounds is that many, many more than I like encourage players to just be annoying, the Personality Traits and Flaws especially.
    • Some examples, all taken from the Sage background.  Keep in mind that there are only 8 Personality Traits and 6 each of the Flaws presented in the book as examples.
    • Personality Traits
      • I... speak...slowly...when talking...to idiots...which...almost...everyone...is...compared...to me. (Yeah, that's going to go over well with the other PCs and NPCs.)
      • I am horribly, horribly awkward in social situations. (This one isn't as bad as the other two examples, but it doesn't take much imagination to see how it could become annoying if not done well.)
      • I'm convinced that people are always trying to steal my secrets. (Another one, not as egregious as the first example, but with plenty of room for it to be implemented poorly.)
    • Flaws
      • I speak without really thinking through my words, invariably insulting others. (Really not necessary since 2 of the 8 personality traits, a full quarter of the options presented pretty much have the same impact as this flaw...)
      • I overlook obvious solutions in favor of complicated ones. (Probably not too bad, but also a possibly abused 'flaw')
      • I can't keep a secret to save my life, or anyone else's. (This one is actually interesting and could be done well, but I also cringe to imagine it being played as an annoying blabbermouth).
    • And unfortunately the Sage is not an isolated example of backgrounds which have options which easily sink into the "just annoying for the other characters" trap.
But, not wanting to just point out flaws, I plan on taking some time to present additional options for the backgrounds in the PHB that provide additional options that hopefully will provide better motivation and more interesting personality traits and flaws that will at least be more interesting, even if they are still a little annoying.

Breaking

With the conclusion of my OSR module game last night, which ironically was supposed to be a break between Planescape campaigns, I'm officially done running any RPGs for at least 30 days.
So far it looks like I'll be able to play some Shadowrun 5th Edition, Dungeon World, AD&D/OSRIC and of course, some 5E D&D as well.  And I'm trying to weasel my way into convincing a certain someone to run some 13th Age while they're in the states for the Holidays.

And, without games of my own to run, I am going to try and get back into the habit of blogging here.  I'm going to get to play a few games I've never played before (though I've run a few) and it's been over a year since I played any of the D&D Next playtest rules, so I really haven't had a chance to play D&D 5E either.

Because I am terrible at breaks, I'm already planning the first game I'm going to run a Black Friday themed Horror One-Shot RPG on Black Friday, either using Unknown Armies or NEMESIS (I was leaning UA first, then NEMESIS, but then it looks like NEMESIS dropped a few of the Madness Meter/Passions I wanted to utilize from UA, so I might switch back).  But in my defense, (1) the Blackest Friday will be a different system, setting and genre entirely from what I've been running this last year and (2) once I thought of the premise I was extremely excited, which I haven't really felt about running a game in a while.

Let the Break begin!


Tuesday, October 7, 2014

Burn Out



It's been building all summer, but these last few weeks have made me realize just how burnt out I've become as a GM.  I've been the only GM for two-three on-going games for the last four years and a sporadic co-GM for the last year, as well as any number of one off games.  At a low estimate I've run almost 40 games this year but I've only played in 7 and I haven't gotten the chance to play a game in any system that I've been running.

Once I would finish running a session and wouldn't be able to stop thinking about why I was excited to run the next game, but since the summer, that hasn't been happening.  It's been seeming like my players have been enjoying the games, at least, all the feedback I've gotten has been positive, but they haven't been the style of games I want to run right now. The breaking point was drunk D&D last month which the players enjoyed being silly and drunken, shouting and having silly names, killing monster after monster, but it just wasn't what I wanted to run and I made the mistake of trying to set up individual goals and plotlines that were quickly drowned in a torrent of inebriation.  I don't begrudge my players their enjoyment of the kill-happy, silly and very casual D&D but right now it's not the style of game I want to run.  Trying to plan for a new Planescape campaign has shown me that I don't even know quite what kind of game I want to run, just that the games I've been running right now aren't really there.

So I'm going to take a break. I'm going to run the final session of my OSR Module break in a few weeks and then I'm going to take a break from running any kind of game until mid-November so that I have a full month off.  I'm going to put my two D&D groups on hiatus until January and put my Fading Suns group on indefinite hiatus. It was a hard decision because I know my players have been enjoying the games, but I haven't and I'm hoping that a break will refresh my delight in running games again.

I am going to try and play, Thomas, my patron saint of gaming, has been encouraging me to find more game groups to find another game I could play in and I plan on giving that a try.  The Ginger Giant is relaunching his groups in 5E and I am looking forward to getting to play 5E for the first time since August of 2013 when it was in the earlier playtest stages.

And if any of my players want to try their hand at a session or two, I have a ton of great modules that I've barely had a chance to skim and would be willing to give any assistance, hints or encouragement I can.  While I'm not running my two ongoing groups until January, after mid-November I may run a few small games to try out different systems, maybe a game of Tremulus, now that I have the rules, or 13th Age or Numenara.  

Hopefully playing will inspire me to write a blog post or two, or maybe I'll write a post here once my break is truly underway and I can try and figure out what I miss about running games.  In any case, I think that a real break from running games will be good for me and will revitalize my love of GM'ing.

Wednesday, September 10, 2014

Long, long overdue podcast post

So, over a month ago I ran a game of Dungeon World that we recorded and cut into three parts and then a month ago the Ginger Giant and I recorded a podcast of thoughts about it.  Then due to a myriad of factors including a vacation, a month of work weeks with 16-20 hours of overtime a week, running three ongoing games and a possibly new mini-campaign using the D&D Starter Set and good, old fashioned laziness, I never wrote a blog post for it.

So here it is!  A month late.

Here are the three parts of the Dungeon World Game:
Part 1
Part 2
Part 3

Here is the one page dungeon I ran: Goblin Gully from Dyson's Dodecahedron 

And here is the podcast where we discuss the Dungeon World Game.

I promise that I'll try and get back into the regular blogging soon.


A Crawl of One's One - Part 1 (Dungeon Crawler Carl RPG)

  Full disclosure:  I  have been a paid contractor for Renegade Game studios, the publisher of the Dungeon Crawler Carl Roleplaying Game in ...