#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: Day 4

Question 4: Most memorable NPC?

In some ways this is an easy-ish one. I think I discussed this last year as well.

The answer for me as a player is the fighter/vampire Drelnza from Lost Caverns of Tsojcanth. At first, I was struck by the fantastic scenario artwork–Drelnza’s (supposed) final resting place–then the PC cleric was struck by Drelnza’s sword, and then my character, the fighter known as Nilok, was hit by a charm spell and totally enthralled.

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#RPGaDay 2018: Day 3

Question 3: What gives a game ‘staying power’?

Again that would be background, setting, premise. Something rich enough to sustain the interest of both GM and players going forward.

There’s no point playing the game if the group’s not having fun. We all need a sandpit to play in.

The players need to feel engaged with the world, and also feel like they’re achieving something. At the very least they need to be meeting their short term aims even if they can’t hope to reach their long term goals. I mean, Call of Cthulhu doesn’t tend to be a game about saving the world for good.

You get to stop this particular band of fanatics, prevent this immediate plan for catastrophic apocalypse. Obvious really, if there’s no ongoing challenge it’s not much of a game. Unless it’s a game about micro-managing the archives at a small New England college.

And it needs to have a system that doesn’t annoy me; either with mechanics or with oh-so-quirky lets do things differently for the sake of it.

Of course, this all relates to ‘staying power’ in respect of ‘thing my gaming group will continue to play’. In terms of the wider longevity of particular roleplaying games I guess it’s down to background, setting, premise and also having a system that in some cases adapts with the needs of the ‘gaming community’ of the day (see various editions of various things with radical overhauls of the mechanics), and in other cases hearkens back to the purity of systems of long ago (see OSR everything all the time).

I guess what I’m saying is people need to want to play them.

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#RPGaDay 2018: Day 2

Question 2: What do you look for in an RPG?

I’m interested mostly in background, setting or premise. It’s cool if that’s accompanied by great design and art, but not essential; we’re all about imagination, after all.

I remain not that concerned about systems and mechanics. I’ll settle for a system that doesn’t annoy me, and if it does irk me but the premise of the game is sound, I’m perfectly happy to strip out whatever carefully judged and crafted structures the game creator has provided and just use whatever I’m comfortable with. Lately we’ve been playing a lot of OSR stuff – it’s basic, there are flaws, but it’s virtually invisible in play because everyone is so used to how that goes.

I was a player in a 4th edition Shadowrun game a while back and I find that buckets-of-dice style kind of grating so I’m especially looking for Not That. The characters and plot and action were great, the endless rolling not so much.

Roll dice as little as possible and not very many of them.

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#RPGaDay 2018: Day 1, redux

Question 1: What do you love about RPGs?

A few things spring to mind.

First and foremost the imagination and creativity of it all. From a GMing perspective I have to come up with things for the players to do every session. Or at the very least (and unless I’m using a pre-written scenario) I have to construct the initial framework that they’ll wilfully choose to ignore in favour of some ludicrous tangent… And then there’s all the people and places they meet along the way. Or trip over whilst heading at speed in any direction opposite to that of the prepared adventure.

As a player I’m responding to those creations from another GM, or another game background, and then working with my fellow players to come up with imaginative ways to abandon the carefully laid plans of the GM and have the characters go off and start a commune in the Outer Hebrides. Or, you know, staying on mission and putting our minds to work solving the actual mystery/puzzle that’s been presented to us.

In either case, as player or GM, I do very much enjoy the meanderings and strange encounters of characters inhabiting different time periods or exploring strange civilisations and societies. And it never ceases to amaze me that some off-hand remark or riff on a round-the-table joke can suddenly develop into a major and ongoing facet of a background.

I can’t think of any other form of entertainment that involves that level of mental engagement, that stretching of the creative muscles or that level of immersion in the theatre of the mind.

Also, I love the simplicity of it all. Of course it can be as complicated as you want it to be, and can involve figures, and floor-plans and moulded scenery and elaborate props…but it can also just be a group of people sitting around a table with some pencils, paper and dice (if that) and talking their way into other worlds and other lives.

“This merchant isn’t buying your story about where you got the goods. His bodyguard is starting to look jumpy. What are you going to do?”

And then of course there’s the whole social aspect of gathering together to game. I’ve occasionally dabbled with online stuff, but for the most part my gaming for the past several years has been face-t0-face around a table. In the old days of school and college, gaming was something that happened day and daily for years. But people grow up (sort of) and have responsibilities, and other commitments, so it’s cool that we can still meet up on a regular basis and adventure much like we did in the past. I don’t see any reason to ever stop.

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#RPGaDay 2018: Day 1

And so it begins, with me posting something at the last minute, as ever.

First things first, the list of questions for the month ahead:

list of questions about role-playing games for rpg-a-day 2018

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