|
|
Exactly one year after our first gathering, the Wednesday night group got together for our first session of the new year, and we decided to get started in 2010 with Diaspora, the world’s softest hard sci-fi game.
Counting myself, there were four players, and we opted to each create two worlds in “the cluster” (a series of different star systems, connected by ’slip points’ located above and below the barycenter of each system), for a total of eight.
The “theme” that we used for the system cluster was this:
- Your first system starts with the same letter as your first name.
- Your second system starts with the same letter as your middle name.
- All system names are derived from characters in Shakespeare.
This worked pretty well, and gave us some pretty evocative setting elements, especially when the players took things a bit further and wrote out some of the Aspects on the systems, their characters, and even their ship as quotes from various works of Shakespeare.
Due to scheduling problems, we won’t be able to play for a couple more weeks months, but we’re all looking forward to it.
Anyway, we did the whole Cluster and character generation the first night, then posted the results to a Google Wave where we’ve since fleshed things out a bit. Here are the results.
Continue reading Diaspora: Cluster and Character generation (ridiculously TL;DR)
Recently Farscape became available on the ‘view on my computer’ queue via Netflix, part of a re-release that also put the whole series up for sale for a very reasonable price (as opposed to the original DVD releases, priced for something insane like 30 bucks for two episodes).
All of this pleases me. Initially, my plan was to watch episodes while I’m on the elliptical, and while I’m doing that, I’m not only doing that, because it’s Farscape, and it kind of sucks me in. (I’m excited to watch past third season, actually, because I don’t think I ever saw all of Season Four, and I never saw the Peacekeeper Wars.)
But in rewatching the show, I’m struck by how strongly Farscape seems modeled on the story/structure of a gaming group. Not ‘game-based fiction’, but the group itself. Not even Dragonlance reflects my experience with the ebb and flow of a game at the table, and the things that happen with your players over time.
 Five players, plus the GM.
Season One:
So here’s what we’ve got when we first start playing the game.
GM: “I’m going to do this sci-fi game.”
Crichton: Cool.
Most of the players: “What about the DnD game we’ve been doing?”
GM: “This will still have most of those dynamics. All the classes are pretty much the same, it’s just a few skills that will be different.”
D’argo: “As long as I can still have a big fucking sword.”
GM: “… fine. Whatever.”
- Warrior: D’argo
- Ranger: Aeryn
- Cleric: Zhaan
- Rogue: Rigel
- Crichton, the only one who tries a new class, starting out as an ‘astronaut’ (basically a scientist/pilot multiclass with none of the multiclass disads… like the way elves and hobbits worked in original DnD).
Now, the GM quickly realizes that the guy playing Crichton is never going to miss a game session. The dude writes diary entries from his character’s point of view, podcasts random stuff, and even writes some fiction about the stuff that happens between official sessions. A lot of the game is built around what this player does and the stuff he and the GM talk about. But everyone’s having a good time, and the bad guy seems to be working out pretty well, and word gets around. A couple more players want to join in.
And this GM has a real problem with telling a player they can’t join if they want to.
Chianna wants to play a rogue, but the group’s already got a rogue, so she goes the ‘physical burglar’ route so as to keep from stepping on Rigel’s toes. It takes a few sessions to really take, and a it’s quite a few more sessions after that before Rigel’s player really acknowledges her at the table, but once that happens, those two kinda bond.
Stark is just a buddy of Rigel’s who’s visiting from out of town for a couple weeks and wants to play, so the GM has him play Crichton’s cellmate. The dude’s kinda of crazy, and doesn’t seem to give a crap about the actual game system — he just wants to roleplay everything instead of rolling dice, but whatever — the GM makes up death-priest variant, figuring it’ll never matter anyway, cuz the guy’ll be gone before long.
Near the end of the first story arc, the GM introduces Scorpius, whom everyone universally decides is cooler than Crase as far as bad guys go, and the GM likes playing him a lot, so Scorpius become the new big bad, and Crase flies off stage with the gunship that the GM mistakenly gave the players (he just wanted to make use of the ship-design rules he’d been playing with, and Crichton saw the design and talked him into introducing the ship via a weird pregnancy plot).
Season Two:
Six is a lot of players, but the situation doesn’t get appreciably better with the new storyline. Crichton is still super active, but the whole wormhole thing is kind of going by the wayside for the player, cuz he likes being chased by Scorpius and trying to hook his character up with Aeryn, so that’s pretty much the main arc.
Other players saw the whole torture scene stuff with Crichton, though, and want a piece of the story-action. D’argo nags the GM to push the ‘I have a son’ thing forward, for example. Zhaan’s player is pretty pissed about the ‘crappy healing’ that clerics get in this system and continues to nag everyone to go back to the ‘real’ DnD game, but no one’s listening.
Rigel’s fine. Rigel’s always fine. Don’t worry about Rigel. He’s good.
The GM loves playing Scorpius, so he finally comes up with a way to play him even more often by sticking him inside Crichton’s head. Crichton actually stats up Scorpius’ second in command just so he and the GM can play some one-on-one ‘bad guy’ scenes.
Oh man… Rigel’s buddy actually decides to move to town (he’s got a semi-permanent gig with the local community theater). He wants back into the game. As the same death-priest guy. Crap.
Zhaan really wants to quit the game. Honestly, she’s run by Crichton (so he can play in more scenes) and the GM as much as the original player, cuz she doesn’t show up much. (Though she does come back for awhile when Stark’s player shows move into town, cuz she’s got a crush on him, but it doesn’t go anywhere, and she can’t even get his attention with a glorious death scene, so shes quits and doesn’t make a new character.)
The group is left with no healer except for the guy who’s main skill is helping people die. Crap.
So the GM finds someone to play a ‘regular’ doctor. Jool. His girlfriend. Who doesn’t game and doesn’t like science fiction. Even the guy playing Crichton thinks this is a bad idea.
Plus, the group is hitting nigh-critical mass. Too many of almost every class.
The GM wants to split the group into two separate groups for awhile. Crichton hates that idea, because he wants play more, not less, and doesn’t want to make another ‘main’ guy.
“I have a solution,” the GM says.
So the group’s get split up.
Group Moya
- Fighter, D’argo
- Rogue, Chianna
- Jool, “healer”
- Crichton
D’argo’s spending points on “I have a ship”, but he can’t do it all at once, so the GM’s letting him buy it a little bit at a time. That’s fine. But Crichton realizes that in this group he’s got nothing going on — his “Loves Aeryn” thing and “D’argo’s Buddy” doesn’t let him go after Chianna, no one’s really hunting Moya, Jool is dating the GM and they both give him dirty looks whenever he tries to hit on the character…
… so he only has wormholes to work on. This quickly gets old for EVERYONE. The only respite is when Crichton takes a break and roleplays Braka in scenes with Scorpius.
Group Talyn
- Fighter, Aeryn
- Rogue, Rigel
- Priest, Stark
- MORE Crichton, who by this point in time has multiclassed so many times that the GM just simplified the system by making “Crichton” a class. Crichton loves this group, because he gets to continue to hit on Aeryn, shoot stuff, get chased by bad guys, and fiddle with wormhole tech.
But the GM is getting a little fatigued by running two groups every week. He isn’t aware of it consciously, but he resents all the time the game is taking — it starts to leak into the game itself: it’s basically impossible for anyone to do anything in any game session without making the situation worse, even if they succeed. This trend will, we fear, continue.
——
And that’s about where I am right now in Season Three.
You gotta admit, as good as the show is, it’s weirdly similar to gaming groups.
… which in turn makes it dissimilar to any other kind of ensemble cast show I’ve ever watched. The characters are more strongly archetypal (or stereotypical, depending on how charitable you’re feeling) than anything like BSG or Babylon 5 or… well, anything.
What’s weird and remarkable is that they largely retain those archetypes even three years into the series. That’s not say they’re shallow, but their depth tends to be strictly confined to the original silos they were built into. Character archetypes. Classes. It makes the show immediately easy to grasp, no matter which episode you jump into.
(Until, if I recall correctly, Season Four, where everything goes CRAZY and the GM starts dropping acid.)
More as I think of it.
Yesterday I was pondering a couple of recent gaming purchases I’ve made. Annalise. Diaspora. 3:16. Trail of Cthulu. Like that, you know: table top roleplaying games.
And somewhere in my ruminations of same (thinking about what game I’d like to play and/or run next), my mind wandered, as it does, to other topics, one of which was my ‘to do’ list on Lord of the Rings Online, my current MMO and pretty much my default game of choice.
And while pondering that, my thoughts wandered further afield, coming (eventually) full circle to the Day Job and various duties therein: specifically, stuff I needed to get done before I would have anything that looked like free time for a little side project I’m thinking off for the online training area.
And then all these thoughts that had been wandering around walked back to me and said
“You know… the thoughts you have about LotRO are a lot more like the thoughts you have about Work than the ones you have about Games. It’s all to-do lists and stuff you want to get done, and only very rarely is it about, say, a new tactic you want to try (though it is sometimes about that) or the larger story that’s unfolding (rarely about that) or the story of your character (never). Is playing an MMO really a game? Hell, is it even play?”
And I had to admit, those thoughts had a point. That’s not to say that LotRO isn’t enjoyable (it is), and that I don’t have a good time (I do), but does it scratch the same itch as tabletop gaming or board games or tactical war games? Is it even the same as other kinds of video games?
- Tactical reward. The joy of a risky but sound plan executed successfully? MMMmmmmaybe. Sometimes. Most of the time, the game is ‘tuned’ so that you can kinda coast a bit and play at a medium level of skill and do just fine. Yes, sometimes you really have to use your shoulder-mounted thinking bone to accomplish a goal, but… hmm. Okay, I’ll say “yes”.
- Cool story. Well, there’s two kinds of stories you’ll get out of an MMO: the Big Picture Story (which will pretty much happen whether you do anything or not) and your guy’s personal story that the game probably doesn’t help you realize at all, which you’re pretty much making up in your head and whatever forum you’re writing your own character’s fanfic on. MMOs are fine on Big Story, but that’s a pretty passive experience in most cases… one’s personal story, on the other hand, is very proactive on your part in that it doesn’t happen at all if you don’t make it happen. I used to do that, but I don’t any more for a couple different reasons, so I’m going to call this half-yes, half-no.
- Roleplaying. I’m not just talking about tabletop roleplaying, but the childlike play-pretend that exemplified the core of ‘play’. Again, there is very little in an MMO that encourages this, though there is some to be had as you stomp through the virtual world in the body of your cool-ass avatar. As for ‘gamer-style’ roleplay, maybe nothing discourages it, but it’s pretty much all on you to introduce and perpetuate. (I used to do this a lot, but I don’t now, and without my continued effort, it’s essentially an element that doesn’t exist in MMO play for me.) I’m going to call it a Yes on child-play and a maybe-yes on gamer-play.
- Puzzle solving. This is, for most mainline MMOs, pretty rare. I can think of three or four examples in LotRO and none in WoW or CoH or anything else I’ve tried. There aren’t even any puzzle ‘mini-games’, which could be worked into some games’ crafting systems if they wanted to do it — I’m thinking here of stuff like the lockpick/hacking mini-game in Bioshock. Hell, even the ‘how do I get to point x?’ puzzles as are found in games like Tomb Raider or Mirror’s Edge are active discouraged in many MMOs.
- Planning and management. Anyone who doesn’t think that’s a viable kind of game has never played Civilization or Zoo Tycoon. MMOs have this, sometimes to their detriment, as many don’t seem to know how to express it as anything but a boring grind.
- World Creation. Please. Tell me an MMO (Second Life is not an MMO for this exercise) where you can create your own chunks of the world. No.
So… the stuff I (or my daughter) would readily recognize as ‘play’ is not strongly prevalent. There’s no real-time strategy. There’s really not even dice rolling going on to give you that little gambling frisson. There’s socialization, sure, and it’s one of the things I enjoy but… a game? Is it? Really?
Maybe.
And yet I enjoy the hell out of it. For all that it’s a lot of me finishing off one task and starting another — “working” on this guy and then “working” on this other guy — it’s still play for me.
Somehow.
I just… don’t exactly know how.
Maybe it’s scratching that itch so well that I don’t even feel it anymore.
Well, the year in *my* gaming, anyway.
Last year, during the holidays, Tim (I’m pretty sure it was Tim) suggested that we set up a regular gaming schedule for:
- A small group.
- On weeknights.
This coincided well with my long-time desire to get a regularly scheduled game night going again. The small group also meant that we wouldn’t have (as many) problems with not being able to play because some significant percentage of the group couldn’t make it.
By and large, it worked. Since January 14th of last year, this is (to the best of my recollection) what I’ve played:
- Don’t Rest Your Head – We did this as a one-shot with Tim and Chris and Kate, and while I think it would have been better with two sessions, it worked as a single session thanks to the players really pushing the story hard, and it was quite fun. I daresay it was perhaps the first really successful game I’ve run with Kate as a player. I remember this one fondly. That it was the first game of the ‘new’ schedule augured well for the future.
- Dogs in the Vineyard – a kind-of wrap up for an on-again, off-again story we’d played in 2008.
- Inspectres, thanks to a request from Bianca.
- In a Wicked Age – we revisited this system a couple times during the year, and Tim and Chris as a sort of desert-rat Laurel and Hardy rarely fails to entertain. I’d like to take this game out for another spin in the future, if only to see how The Wedding comes out. (Where did I put that Oracle?…)
- The Mountain Witch – this actually wasn’t a Wednesday Night game, but a weekend one-shot I ran for Kate, De, Lee, and their visiting brother Dale. The ending was something like: De killed Lee, Kate killed De, the Witch killed Kate, and Dale (saved the child and) killed himself. Glorious, bloody fun, hampered only by my misunderstanding of one ability Lee wrote down.
- Shadows Over Camelot – Not an RPG as such, but it gave us a number of good games, and not just with my gamer friends: our first win came while playing with Kate’s mom, and I personally had a fantastic time playing with my own mom and dad. Dad really got into the game.
- Primetime Adventure: Ironwall – A real milestone for me: we pitched a series and, from March to November, managed to run all six sessions in the first Season. That may not seem like much of an accomplishment, but when you consider we were coordinating the schedules of five adults, and had to postpone several times when the ’spotlight’ player couldn’t show, I will happily dislocate my shoulder while patting my own back. It’s worth noting that we all want to revisit this setting and the storyline in the future… but with a different system — very likely the Dresden Files, which will have just the mix we’re looking for. PTA is great for high-concept, but a little light on ground-level mechanics.
While we were ostensibly playing PTA, we squeezed in a couple other games as well.
- Mouse Guard, more Mouse Guard, and yet more Mouse Guard. I love this game, pure and simple. I love it enough to try Burning Wheel.
- 3:16 – A one-shot story of genocidal space marines. Good times. Would not mind going back to this game again at all.
- Danger Patrol – I enjoyed this session so much. I’d LOVE to play a short series of serials in this madcap, space opera, radio drama universe.
Give or take, that’s about 19 games over the course of the year. Call it 23 if you count Shadows over Camelot. Not quite two games every month, but damn close; I’ll take it and say thankee sai.
What I’d love to play in the coming year:
Longer stuff
- Burning Wheel or Burning Empires (probably Burning Wheel: I suspect that Diaspora might give me my spacey-sci-fi fix for 2010.)
- Diaspora – an excellent game built on the Fate 3.0 engine. I’ve had time to go over the rules now, and the social combat sub-system makes me shivery, to say nothing about ship to ship combat. Fun stuff. God I love Aspects.
Shorter Stuff
- Time & Temp – A game of time travel and underemployment. You travel through the ages actualizing solutions for the anomalies and paradoxes that threaten all of existence. You are reality’s only line of defense in the war between the rigidity of causality and freewill. Your reward: the hard earned satisfaction of a job well done. (Plus $11.50 an hour and a modest health package including comprehensive immunizations for history’s most prolific diseases.)
- Annalise is a game about making Vampire stories. Each player characters are the victims, hunters and tools of the Vampire. The best example is that you are playing the story of Dracula with one person (for example) in the role of Mina Harker, one as Van Helsing, one as Renfield. The Vampire in your game, like Dracula, is what drives the plot, but it is not a protagonist.
- Some more In a Wicked Age.
- Some more Mouse Guard.
- A little Ghost Echo, if I’m feeling cyberpunky.
What about playing? Hmm.
- I think I should hook Chris up with a copy of Trail of Cthulu and see if he wants to run it. I’ve heard good things.
- Fiasco, which doesn’t need a GM.
- Ooh, someone run some Shotgun Diaries, please.
And whatever other shiny bit of metal gets my attention.
What about you?
 Ho Ho Huh?
Have a Merry Ninja Christmas.
More gaming stuff soon. Promise.
… and my background: with the exception of Piranha Part Two: The Spawning, I’ve seen all of James Cameron’s movies at least three times. Yeah, even Titanic (though the third time was against my will). Understand that simple fact about me first: I’m pretty much the guy’s target audience.
Kate and I went to see Avatar last night. As I told some folks afterwards, it’s a thoroughly enjoyable, fun movie, and I didn’t remotely mind the nearly three hour length, even wearing the Real-3D glasses. (In fact, there was no point in there where I so much as shifted in my seat and thought “Okay, you could have edited this bit out, Jim.” I enjoyed it all, even the Diaspora-esque ship the protag comes to Pandora in.
Those of you who know me know that I do not consider “in 3-D” a selling point for a movie: I’ve never once walked out of a show thinking “man, if only that had been 3-D, they might have had something.” However, thanks to an observation from Chuck, we chose to go to to the 3-D version, and I’m very very glad we did. Like Coraline, this movie uses 3-D intelligently.
Even those of you who don’t know me might suspect I enjoy a good story. Much has been said about the simple, damned familiar story of Avatar — I’ll admit that I’ve repeated the Dances with Smurfs joke more than once — but the movie reminded me that old, simple stories are a lot like old, simple words: they resonate.
Is it a great movie? I don’t know. It’s certainly good. There are no major plot holes I could see. The technology is brilliant and used well, and the setting itself is gorgeous. Kate and I talked about the different parts we liked for a solid half hour after we left.
And here’s what I realized this morning when I woke up — the thing that made me write this post: I want to go see it again. In the theatre. In the 3-D. I will, in fact, be a little sad if I don’t manage it. Take that for what it’s worth.
I was going to make a nice little list of all the various kinds of people who might like this movie, and suggest they see it, but here’s the bottom line: If you like movies, even a little, I think you should see it.
Like it or hate it, I think you should see it.
In the theatre.
Probably even in 3-D.
Man, those are some words I never thought I’d say again, after Coraline. Way to go, Cameron.
Damn.
Share this:






Yesterday’s post generated a lot of interest. And emotion, yes, but mostly interest. If I can be allowed to revisit that post for a second, I’d like to sum the whole thing up like so:
Ignore questions of infrastructure and the costs of ebook file development; those things are tangential to the current issue. What Simon & Schuster, Hachette, and HarperCollins are doing by delaying release of ebooks has nothing to do with those issues. It is about money. Period. It’s either about pushing readers toward the purchase of hardbacks, like the good old days, or it’s about the shoving match going on between Amazon and the Big Six over the price of ebooks. Either way, it’s about money.
However, the tunnel-vision focus from the Big Six on that single issue means that they are missing something critical: by delaying the release of official ebooks, they are creating an environment in which ebook piracy (thus far, a negligible issue) can and will thrive. This will hurt them, and I believe they will transfer that pain – which they caused themselves – to their authors.
This makes me angry.
This.
There. That’s all of yesterday TLDR post, in three paragraphs. You’re welcome.
Now then.
Generally, I try to avoid pointing out a problem without proposing some possible solutions. Doing otherwise is what the kids these days refer to as a “dick move”.
So:
What could the Big Six do, with regard to the release of ebooks, that would be better than the idea they’re currently going with?
As I said yesterday:
Some folks asked me yesterday what I thought of James McQuivey’s idea to delay the ebook-as-a-separate-thing by four months, but also give it away as a free thing with every purchase of a hardback edition. I think it’s a great idea. I thought it was a great idea when I suggested it to my agent about six months ago on Twitter. However, I won’t take credit for it – the indie gaming industry has been doing that for years; as a smaller, more nimble publishing organism, it has already felt and adapted to the changes of the digital age, and could teach the ‘real’ publishing world a thing or two about what works and what doesn’t.
I told Joanna Penn in an interview last year that the tabletop role-playing gaming industry started out by trying to model the methods of traditional publishing, found out the hard way that that really didn’t work for them (in the long run, it’s not working for big publishers either, but they’re BIG, so they didn’t notice as soon), and had to find new solutions. They were the first to adopt electronic publishing, shame-free POD printing, electronic-only publishing, podcasting-modules, mixed media releases, and every other experimental method anyone could think of, good or bad. That’s fine: they’re small, and experimenting is something small groups of people can DO that big groups can’t.
But what that means is that they’ve come up with some things that consistently seem to work, which, to a greater or lesser degree, might translate into solutions for Big Publishing that would please even the greedy bastards longing for the golden profits of yesteryear. I don’t have much time, so let’s get right to it.
Package the ebook with the hardback as a value-add
This works. More to the point it IS WORKING. Not just in gaming, but on Amazon, with the Kindle. For gaming examples, go to indie press revolution and take a look at the options for games like Penny for My Thoughts, Spirit of the Century, or Mouse Guard. I’m not going to discuss this further; this is the granddaddy of ‘new’ ideas, and dead-fucking-simple to implement.
Subscriptions
Whazza? Subscriptions?
Eleven million WoW players tells me that this is a sales method that can work.
Take a look at Paizo.com. They have a brilliant kind of deal set up for all their games and plain-old books: set up a subscription to one of their channels (like Planet Stories, which is your classic pulp “planetary romance” stuff). It costs you X dollars a year or whatever. Every month, you get an email about the new releases within that “channel”, on ebook. NEW releases. If you decide to buy, you get 30% off the unwashed-masses price. (Edit: Or hey, you get it on day-of-hardback-release. Even better: Both.)
Or, how about the Big Dog of gaming, Wizards of the Coast? WotC has done some stupid stuff with regard to PDFs of their products in the past, but DnD Insider is smart. Pay for a monthly subscription to the service, and you a couple magazines every month with articles and useful stuff, written by the names you’re already fans of, some cool apps, and ‘free’ access to every one of their current books, as searchable PDFs. I’m not a member, but I gather that members also get access to ‘preview’ copies of upcoming books, months before they’re released, which generates stir and interest and maybe a few advance reviews posted on –
Oh, you know what that sounds like in publishing? Advance Reader Copies (ARCs).
Yeah: “Sign up for our monthly subscription, and get digital ARCs of our upcoming titles, and a discount on the REAL digital copy when it’s released.” What book nerd wouldn’t jump at the chance?
The Ransom Model
There are a couple game designers who do stuff like this, notably Greg Stolze and Daniel Solis. There are a couple different ways it gets implemented. With Stolze’s Reign supplements, if Greg collects enough money from contributors (the “threshold pledge”) he releases the ebook as a free download for anyone and everyone. An easy tweak for this in Big Publishing works like this: “If we get enough preorders for the ebook, we’ll release it the same day as the hardback comes out. If not, you have to wait.” I like this, because it lets consumers tell publishers what they want — a ransom model works pretty well as a market study – the consumer has power, and if they don’t exercise it, the publisher feels justified in delaying release.
I can’t help but note that this is a pretty workable thing for indie authors. (If you don’t want to take preorder money for something you might not end up doing, run it like a publish-athon and just take pledges — it’s still a good a way to gauge interest.)
You can also reward the ransom-preorder people in lots of fun ways. A thank-you list on the website or inside the book, mentioning people who helped make that version of the book happen when it did. A unique cover for the advance-order people. Hell, I dunno – what else would be cool?
That’s stuff off the top of my head, stolen from people who are making it work in gaming (and thanks to Chris Weeda for the suggestion).
The important take-away is this: ideas and implementations vary, but they all have one thing in common: they require embracing e-publishing, not holding it at arm’s length like a used condom you found in the spare sheets for your hotel room.
Embracing it. That’s the first thing publishers need to do. That’s the first step.
Right now? I’m not seeing it.
And that’s not a problem anyone but the publishers themselves can fix.
Share this:






Somewhere*, sometime**, D was talking about writing things and said something like:
The only scene in a story with no conflict in it should be the epilogue at the end of the story.
I know that isn’t it exactly, but that’s the gist of it; when you’re telling a story, scenes should have conflicts in them, or they shouldn’t… you know… be scenes.
De also pointed out*** that you can cheat this a little bit in a scene without any obvious conflict by then revealing “Yeah, while it looked like Mom and Daughter were have a nice happy cup of tea for six pages, Mom had ACTUALLY CALLED THE INSANE ASYLUM TO TURN IN HER DAUGHTER!” DUN Dun dunnnn.
A good trick (one which I’ve used), but it doesn’t change the basic idea, which is (put into my own words):
Never stop fucking with the main character.
Yeah, yeah, “show, don’t tell” works, because if you are legitimately trying to “show” as you write a scene you’ll instinctively put in some kind of thing worth showing. A conflict. There you go. You’ve done it.
(Tangential thought I just had: This may be be a legitimate means of separating “porn” from “erotica”. Erotic has sex scenes with conflict. Porn just has scenes with people fucking. Maybe? Hmm.)
Now, none of this is particular epic storytelling trickery; people get this. People mention this kind of thing all the time.
What people are only slowly starting to get is how it applies to roleplaying games.
Let me tell you about this guy I know. Plays in my Wednesday game. Like most of the people who come in and out of the Wednesday game, he’s also runs games. As a person-who-runs-games, he has a bit of a reputation. A Nom-de-GM, even: people call him Weeda the Evil.
He’s earned this title and the attendant rep via a pretty simple means and method – he rakes his player’s characters over the coals. I’m pretty sure he used to give out certificates to anyone who died in a game he was running. There may have even been t-shirts.

He is, without a doubt, one of the most popular GMs in the Denver area. Probably, if you’re a gamer (or a reader, or an author) I don’t need to explain why.
…*crickets*…
BUT JUST IN CASE I DO, it goes something like this: no one ever gets the feeling from this guy that he’s screwing with you just to screw with you — he’s screwing with you because you’re the Big Cheese, the Main Character, the Hero. He believes you can take it, and he’ll Test to Destruction to prove his point.
He has a similar rule to the one I blocked up above. It is (not surprisingly) more concise.
Heroes Suffer.
Sometimes, your heroes will not appreciate your exciting plot twists.
Yeah.
The thing with RPGs is that, for a really really long time, the only tool that GMs had at their disposal was their own sense of drama and their desire to make sure the Hero Suffers. Take another guy without that sense and you have a lot of dead, boring fights. Take a different guy who only gets that you’re screwing with the characters, and not where that motivation comes from, and you just have some dick GM that everyone hates playing with.
(Take a writer who misinterprets this sort of guideline, or misreads what it is about one of their successful stories that makes people happy, and you get someone who thinks “the key to a successful story is doing horrible shit to my main character”, which somewhat misses the difference between ‘introducing conflict’ and ‘torture’. I’m looking at you, Vorkosigan series!)
Sometimes you just have to punch your favorite character right in the junk. That's fine. But it's way more interesting when you give a character a choice between junk-punching and something else, and they CHOOSE junk-punching.
Luckily, there’s a lot of great games out there that are figuring this out and helping GMs find that sweet spot between “I want to be fair and impartial” and “I need to put you through the wringer or you’re going to be bored.” It started in the good old days with GURPS and Champions and their Dependent NPC (8), but that sort of thing never really worked they way it should. Sorcerer figured it out and introduced “bangs” that pretty much made all of the GMs prep a process of building a list of tough questions the players had to answer. That was good. Primetime Adventures actually breaks if you don’t throw tough conflicts at the main characters and get the Fan Mail flowing.
And it’s gotten better. Fate/Spirit of the Century has the whole Fate Point/Aspect compels that give you a great Devil’s Deal kind of thing to use, but for my money, the best stuff out there right now that does this is Mouse Guard and Danger Patrol. I won’t get into they “whys” of this right now, because this is not the gaming blog, but MG pretty much builds an entire game around “Heroes Suffer”, and Danger Patrol is built around the idea that the only way you can help your fellow players out is by making the situation they’re in more and more Dangerous (potentially creating new dangers everyone has to deal with).
GM: “Okay, Tim is going to jump from one flying car to the other. That’s super dangerous, and worth some extra dice, but what other dangers are out there he doesn’t know about?”
Kate: “There’s a school bus coming the other way, and he’s going to force it to swerve into oncoming traffic.”
GM: “Okay… bonus dice.”
Chris: “And it’s full of kids.”
GM: “Another bonus die.”
Tim: “Umm…”
Kate: “And puppies! It’s ‘bring your puppy to school day!”
GM: “Bonus dice!”
Tim: *Groans*
NOTE: This conversation actually happened in a Danger Patrol game, just not mine – it was Brennan! (Thank you Brennan for helping me find that lost bit of info.
The result of a escalating series of Dangers in Danger patrol.
For the longest time, I had to remember to bring what I knew about conflicts from writing, and try to apply that to games I ran.
Now? I borrow tricks from the games I play and use them when I’m writing.
* – On her blog.
** – I couldn’t find the post.
*** – I couldn’t find this post, either.
Share this:






Two of the players couldn’t make it to our PTA game last night, and since they were our spotlight character and NEXT session’s spotlight character, it seemed a good idea to run something else. I settled on…

Danger Patrol is an action/adventure retro scifi game. The aim of the game is to (re)create the feel of episodes of a 50s-style TV show in the vein of the Flash Gordon and Buck Rogers serials (with a dash of the Venture Bros., Star Wars, and Indiana Jones). You play members of the elite Danger Patrol — special super-powered crime fighters who protect Rocket City from the evil Stygian Adepts of Pluto, the nefarious agents of Jupiter’s Crimson Republic, rampaging monsters set loose by mad scientists, and other crazy threats.
A while back, DP became a blazingly cool-kids thing to playtest (yes, playtest: the game only exists as an alpha playtest document at this time, albeit one that’s very well-done), but I was a bit leery of the excitement, simply because I’d gotten excited by such things in the past, and it had come to naught in the long run. The DP love seemed to be holding into the long-term, however, so I gave it a look a few months ago and enjoyed what I was seeing.
It wasn’t until Tim and I got to talking a month or so ago that I really gave DP a hard look. He was looking for a gaming experience where players who weren’t directly involved in a specific action in the game were still encouraged to participate, specifically by adding challenges to the current player’s actions — doing so in such a way as to both make the scene more interesting and also help out the player in some way. I heard that and thought “damn, I’ve SEEN that… where have I seen that?”
Well, you can guess where.
To make your Danger Patrol hero, you’re pick a Style and a Role. Your style tells us what kind of being you are: A Robot, a Mystic, an Atomic cyborg, or something else. Your role tells us what your job is on the team: an super-spy Agent, an elite Commando, a wiley Detective, etc.
In play, this is done via the entertaining simplicity of having each style and each role take up half of one sheet of paper. You pick your style, then your role, select which of the powers you’re going to start out with, tape the two halves together, and you have a finished character sheet, complete with a damage track that flows across the bottom of both halves.
This is what we ended up with:
 Tim played Dr. Ramjet, Robot Professor (and host of a popular children's science videoshow program); Randy played Sebastian Darke, Mystic Detective; and Kate played Cassie Colt, Two-fisted Commando.
Once character creation is complete, I drop the team into the action in media res — I wasn’t sure what I should do — there was an opening scene suggested in the text of the game, and a number of decent-sounding ideas on Story-Games, but when I wondered aloud about it on Twitter, I got this message:
Judd_of_Kryos @doycet chanting: ZOMBIE KONG! ZOMBIE KONG!
Right. Giant undead ape. Good plan. We’ll go with that.
So the team was doing a milk-run patrol in the skies over Rocket City when the dashboard video screen of their Hawkwing 5000 lit up with the following wireless telegram:
Rocket City Rocketport under attack. *STOP* Building unstable, collapse imminent. *STOP* We need you, Danger Patrol.*STOP*
They flew straight to the Rocketport, and saw a horde of what appeared to be recently reanimated corpses swarming the sides of the slim rocketport tower, led by the massive form of a giant zombie gorilla. Zombie Kong.
Then the Danger Patrol logo flashed on the screen of our little serial drama and a deep voice said “Previously, on Danger Patrol…”
… at which point, each player is supposed to come up with a brief moment from the episode of Danger Patrol immediately preceding this one, including elements that foreshadowed things that the players want to see in THIS episode. We see:
- Dr. Ramjet, in his lab, examining a vial of liquid. “My god… this virus would animate dead tissue!”
- Cassie Colt, at the Rocket City zoo with her niece, in the section of the zoo labeled “animals of Earth”, and looking up, up, and up at an enormous gorilla in a too-small enclosure, and the neice asking why it isn’t white. (The primary sentient species on Mars is a race of white apes.)
- … and I can’t remember what Randy did with his flashback, except to indicate that the Stygian Adepts were involved in whatever was going on.
Then we jumped back to the action, and I laid out the “battle board” (I think we were calling it something like the DANGER ROOM last night) with the various threats. I’d already written out markers for Zombie Kong and some packs of Zombies (one of whom was closing in on a little girl), but after everyone’s flashbacks, I created a “Stygian Adepts!” Danger to incorporate later in the fight, and changed “Zombies closing in on little girl” to “Zombies closing in on Cassie’s Niece” and attacked Dr. Ramjet with a very specific Danger all his own…
 Danger! (Including Dr. Ramjets worry that all this was happening because of something HE created...)
You’ll notice that there’s also a Danger that the Rocketport tower will collapse, and it has a “timer” on it: (4) — in four rounds, that’ll happen. Finally, WAY up in the corner, there’s a “Plan 8″ Danger with a really long timer on it, ticking down from (8). This wasn’t really a danger that the Danger Patrol could ‘get to’ in this fight, but I wanted it up there, ticking down, all the same, because it meant that when I got results like “a danger becomes MORE DANGEROUS”, I could start accumulating additional Danger Dice on Plan 8.
Anyway, the heroes leapt into action. Cassie jumped out of the flying car, fired up her rocket pack, and blasted through the pack of zombies around her niece, guns blazing, swooped the girl up, and flew her to safety before blasting back into the fight. Sebastian leapt onto one of the observation decks below Zombie Kong, and was set on by some zombie minions. He dealt with them via a hail of bullets, but I was able to bring two dangers into play as a result – Stygian adepts appeared to stop him, and the spray of zombie fluids put a group of Innocent Bystanders at risk of infection with the zombie plaque (Dr. Ramjets Z1B1 Virus.)
Speaking of Dr. Ramjet, he spent the first round goading himself into action (dealing with the Danger of his own self-doubt) and was just about to leap into action when Zombie Kong grabbed the front end of the Hawkwing and started swing it around like a club.
Cassie started buzzing around Zombie Kong, unloading a veritable blaze of blaster fire at the big undead ape. Kong managed to clip her with the Hawkwing-club, but she regained control of her jetpack a few blocks away and came zooming back… and Ramjet was able to pull the car free from the thing’s grasp.
Sebastian coated the Bystanders with the cold foam from a fire extinguisher to combat the zombie goo, ignoring the Stygians for the moment. Meanwhile, Dr. Ramjet told his body to charge the Hawkwing straight at Zombie Kong’s face, then he DETACHED HIS OWN HEAD, which flew off to help Sebastian, flying over the bystanders and urging them to retreat inside and douse themselves with sparkling soda water from the bar.
The car rammed itself right into Zombie Kong’s mouth, finally finishing off the creature, and Sebastian summoned up the Black Mists of something-or-other which, when combined with his training and various esoteric fighting arts, made short work of the hapless Stygians.
The body of the ape tumbled down the side of the tower, doing yet more damage, and Ramjet flew down to the corpse, where Cassie was already pulling his body from the wreckage of the car. He reattached himself and they both turned at the ominous cracking all along the tower’s height.
Ramjet: I’ve got just the thing. (Player checks off Experimental Device #1 from his sheet.) I just need to get up there…
Cassie: Then hold on. *grabs him around the chest and fires off the jetpack*
Ramjet fires off his Stabilizing Ray (or maybe it was actually a “Rocketport Stabilizing Ray”) and the building is saved!
… and their jetpacks give out and they plummet to the ground below. Oof.
Okay, we then did interludes scenes in which Cassie’s sister came and picked up Cassie’s niece (blaming both Cassie and Ramjet for the whole thing), and Sebastian interrogated one of the Stygian Cultists. (Not even a REAL Stygian!) During this, he learned that the whole attack on the Rocket City Rocketport was just a diversion for a theft at the Rocket City Museum, and that the Cultists were getting their orders via strange crystals they had at their secret base in some martian ruins outside the city.
Once the interludes were done, the Patrol had three question to answer:
 Mysteries Abound!
Sebastian went out to the Ruins to check out the Stygian Cultist base and see about these odd crystals. Dr. Ramjet investigated the control mechanism for the ape, and Cassie checked out the Museum burglary. Everyone got the answers they were looking for, and Sebastian actually made off with the Stygian Crystals, but he was followed back to the City by more Cultists.
Back at the professor’s university lab, the heroes exchanged notes, realized they needed to get to a Danger Jet to get to Pluto as fast as possible, and were then attacked by Cultists. During the fight, one of the Dangers was “The Pulsing Crystals will suck you into the 5th Dimension!”
Guess what?
 Oops.
Sebastian was able to pull them out of the 5th Dimension, using the crystals’ psychic link to the Stygian Adepts to pull them out AT PLUTO. From there, they were able to start the final Show Down with a bunch of Stygian Adepts, a Stygian Master, the Planet X Liaison and Planet X Assassin, and the ticking-down Plan 8 (which, by this point, had accumulated 5 danger dice to drop on the first person who tried to stop it, and which was down to (2) on the counter).
Sebastian distracted the Stygians, giving Cassie time to get a shot at the Stygian Master, but it wasn’t enough to stop him from creating a new Disaster: “All of Rocket City Zombified!”, via a massive gate from planet to planet, via the fifth dimension. Sebastian leapt in to stop that from happening, and intercepted the energy of the gate with his own Mists of something-or-other, putting him in a head-to-head contest of wills with the unstable gate itself, which was now going to “Suck Pluto Into The Fifth Dimension!”
Ramjet again detached his head, and sent his body to charge the last clump of Stygian mooks while his head jetted toward the ancient ruins that housed the device that would bring Plan 8 to fruition — a vast, intricate, crystal and glass matrix that would bring all the planets under the control of Planet X, ultimately blotting out the Sun.
Ramjet nodded (easy to do when you’re all head), and flew straight into the matrix, smashing it (and knocking himself out).
Sebastian did all he could to the close the gate (5 successes out of the 6 he needed), before collapsing (KO’d).
Which left Cassie, a dark portal to the 5th dimension, and two Planet X agents, fleeing to their ship and stranding them all on Pluto.
She pulled out a frag grenade, and saved the planet. (Did some kind of Commando thing that let her split her attack between multiple targets, got EIGHT SUCCESSES on NINE dice. The explosion took out both agents AND destabilized the gate just enough to take it down.)
Victory! The Danger Patrol saved the Solar System!
Again.
All in all, a pretty awesome game. More thoughts as I have em.
Got a chance to go back and play some Mouse Guard this weekend with Dave and Margie and Kate and Ka(y/therine).
This session was a continuation of action that took place in “Not much Use as a Postmouse” and “A New Route to Ivydale”. Margie’s character Lucia was still Angry from the last session, so she took the “Summary of previous events” intro to the session, which lets her get rid of a condition on her sheet.
As the patrol was getting ready to set out to their next delivery point (Elmoss), they were met by a traveler/messenger from Elmoss who was looking… well, not for them, exactly, but for a Patrol that was supposed to have arrived in Elmoss several days ago, escorting a much-needed grain shipment from Ivydale. The messenger hadn’t spotted them on his trip here, so he asked Our Heroes to see if they could find them as they traveled what SHOULD have been the same route.
Asking around Ivydale, the patrol learned that the other group of Guardmice was led by Warwick, a patrol leader with a good reputation and Rosamund’s (Kate) mentor back in her tenderpaw days. Also, the last Aelwyn (Dave) heard, a female guardmouse of his acquaintance (”Brynn.” *sigh*) was a member of that patrol.
The group set out their goals for this mission;
- Rosamund: Locate my old mentor, Warwick.
- Aelwyn: Rescue Brynn’s patrol!
- Lucia: Make sure the grain shipment makes it to Elmoss.
- Graystripe (we haven’t met her yet): Impress her mentor enough to be made a full Guardmouse.
Scouting rolls were made as the patrol tracked the grain cart across quite rocky terrain, well away from the usual path (necessary, since from the tracks they could tell that the wagon was overburdened and very bad off in muddy areas). This led to a ‘twist’ in which the patrol caught up to the wagon not far from Elmoss. Warwick’s patrol had tried to ford a stream that had surged with Spring runoff at exactly the wrong moment… leaving the grain wagon almost tipped over next to the ford, and Warwick’s patrol clinging to a hummock of grass and detritus downstream a ways.
Dice were rolled, and the situation became further complicated: Lucia struggled to lever the grain wagon’s wheel out of the mud, Aelwyn struggled with tying off a rope from the shore while Roz swam out to the other mice, midstream. (Where she was pulled up by Graystripe.)
This complicated situation took us into a full-on Conflict with the river. The river’s “Goal” was “wash the wagon, the grain, and both patrols down river”; the player’s goal was “save the mice, save the grain.”
This was a very challenging conflict to do, initially, and as I had quickly scripted my actions for the river, I should have stayed with the players and helped them ‘translate’ their actions into scripting… because it’s hard to see what an ‘attack’ looks like versus a river, or what skill to use… or what a maneuver looked like. It just took awhile to get going.
Anyway, after two full exchanges (involving a lot of rope slinging and hauling mice up to the branches of a tree overhanging the river), the patrol managed to get almost everyone to relative safety, but they’d been pretty badly beat up in the process. (They only had two Disposition left from a starting 8). Everyone was Tired. In addition – Lucia (who was still basically in the River when it threw its final big surge) had to made a health check to see if she got sick from being, basically, half-drowned as she clung to the grain wagon (which got its wheels snapped off and was basically grounded out at the ford). She failed that check, so in addition to being Tired, she was also Sick.
Once the water level had died down again, the patrol made its way up to Elmoss to get the town to send people out to help unload and transport the grain (and get medical treatment for the injured). They ran into the useless, hampering, feudal-style bureaucracy of Elmoss, and got in a show-down with a nasal-voiced administrator who didn’t want to open the gate after dark, OR send anyone out after the food the town ACTUALLY NEEDED.
Aelwyn headed this showdown up with a stirring call to action, but everyone helped out, from Roz and Lucia’s persuasion, to Gray’s deceptive story about dangerous, hungry, grain-stealing weasels in the area. The administrator was unmoved (we got a tie), and Aelwyn tried to outstubborned him (Will vs. Will tiebreaker), mentioning that the ruling family who had paid for this shipment to be delivered would surely be curious who had prevented it from arriving. When Lucia added “good point… what was your name again?” the adminstrator folded.
Their duty done, the patrol limped into town. Aelwyn acquired lodging for everyone (Resources check, also taking care of the “Tired” condition for everyone), and Roz tried to tend Warwick’s injuries, but the older mouse was pretty badly hurt, and all the water and his cracked ribs means he’ll probably always have a cough (missed Healer check lowered Warwick’s health by 1). Lucia was also feeling a little drowned, and continues to have a nagging cough (failed Will check means she’s still sick, but with no lasting stat-damage — she’s hoping to get some medicinal help in her home town of Sprucetuck).
Gray tried to convince Warwick to make her a full Guardmouse – an argument Roz supported – but War was having none of that. Instead, he put Roz in charge of her training, since he’d be sick in bed for several weeks at least, and “the girl needs to get back out on the road”. Roz accepted the job, and the next morning put Graystripe through the first of likely many hard swordmouseship workouts. (An instructor check for Roz, which in turn gave Graystripe a “failed” check on her Fighter skill.) There’s a new sheriff in town.
Meanwhile, Aelwyn went window shopping for Brynn and ended up spending way way way too much on a gift for her (a nice gift, but the failed Resource check resulted in Ael’s Resource score dropping by one – which in turn clears all his accumulated checks to advance that stat).
So: a bit bruised, a little waterlogged, but victorious, the Patrol prepares for the next leg of their journey – across the spring-snow-covered open meadows to Sprucetuck.
A few observations:
- We hadn’t played in several months, and it took us a long time to remember all the nuances of the game we’d learned the last time. I forgot to encourage the players to earn ‘checks’ by using their Traits in ‘negative’ ways for one, and that hampered folks during the Player’s Turn in Elmoss.
- The Conflict with the River was cool, in that it really showed what the system can do with weird conflicts, but that conflict totally took the system off the map in terms of “what skills do we roll” and “what does this kind of action look like in this context?” Cool, but it slowed us down and caused a little frustration (see the title of the post).
- The players still struggle with the idea that failure doesn’t mean “I don’t get X”, but instead means “I get X, but at a higher than anticipated cost… or with a twist.” (And I struggle with remembering to POINT THIS OUT.
) This led to folks pushing harder than they needed to in order to win conflicts, when “losing ” would have still gotten them what they want, but with interesting consequences.
- Related to that, the Conflict with the River was temporarily frustrating, because it felt like “We won, but it didn’t FEEL like we won, cuz we’re still sick, tired, and the Grain is still stuck in the River.”
- Once I pointed out that “you won, but I won a lot of rolls too”, and used a kind of “hit points – you lost a lot of em” analogy, then getting beat up and hurt while “winning” stopped being a problem for folks.
- We worry a lot about getting the rules right. This leads us to saying things like “Okay, on my Check, I want to use Healer on Warwick’s Injury…” instead of “I want to go see Warwick and have a scene with him.” I think that’s just a matter of familiarity. Right now, we’re Playing the System a bit more than just playing a game… I think that’ll come.
- Lucky for us, while we’re perhaps “playing the system” overmuch right now, it’s a pretty GOOD system.
Mouse Guard is definitely a game where you get beat up and really struggle to pull out a victory. It’s both heroic and not-heroic. In once sense, it’s not-heroic cuz EVERYTHING is bigger and badder than you. On the other, it’s very heroic, because in that face of all that, you soldier on ANYWAY, to protect the Territories. That last point is a big one — it just may not be a game for everyone — but I hope we get a few more sessions to find out.
|
|