Getting Ready for PAX
Sage LaTorra (of Dungeon World fame) has corralled some indie RPG fans to run stuff at PAX. We'll all be hanging out in room 304. If you come by and ask, I'll give you a microdungeon. I'm bringing Apocalypse D&D/Dungeon World and Apocalypse World. I may also bring a giant pad of paper in case anyone wants to play supersize How to Host a Dungeon. Apocalypse World, How to Host a Dungeon, and a bunch of other awesome RPGs will also be available at the Dreaming Booth, #1440.
See you at PAX!
A Trick
Most characters have hooks, interesting elements about them which carry some emotional or behavioral load. They hate orcs. They drink a lot. They have sworn an oath to avenge their father. Whatever. To a GM, these things are pure gold, because they represent a laundry list of cool things that make a game go. The problem is that the list often seems kind of short. If every character has only one or two such hooks, that may end up seeming like a pretty anemic list once it's spread out over the length of a campaign.
Not so fast. With the right approach, even one or two hooks can be turned into an absolute smorgasbord of elements n a game that directly engage the characters without simply repeating the same handful of plots. The trick, to put it simply, is this:
Don't tie things to the character, tie them to the things tied to the character.
Ok, that may not make much sense without context, but give me a minute here. Let's take a sample character, Anna, who has only two hooks - she's a terrible skirt (pants?) chaser, and she wants to be the king's Master at Arms someday. If you were to only use those things, then you'd have exactly two plots: The guy she's sleeping with, and the mission for the king that will get her the position. Sure, you could stretch them out into chains - there might be a series of lovers, or it might be a sequence of missions before the title is rewarded, but that's pretty much. This is all you have to work with.

But what if, instead, you never touch the obvious things? What if, instead, you presume those things to be givens, and instead focus on other things that connect it into it. Thus, even if we never focus on an individual lover, we might well run into:
- The jilted, vengeful other lover looking for revenge
- The wife of your last conquest
- The partner who gets too enamored and asks his family for permission to marry you. They are not amused
- The partner who signed her name on his debts. His bad debts.
- The pimp, who feels you misunderstood the situation.
- Other potential contenders for the position about to improve their standing
- People who would be happy to have the future master at arms owe them a favor
- People who might have the king's ear who want things.
- Alternative (and very sweet) job offers
The trick[1] is to find the thing important to the character, then find the things that resonate with that. Not only do you multiply the number of play opportunities for a single hook, you keep that hook from feeling overused, even if it comes up constantly. Where a string of lovers in trouble might get repetitious, the people connected to those lovers are vastly more varied.Anyway, it's a small trick, but when I'm stumped, I find it's a very useful one[2].
1 - And like all good tricks, it's utterly obvious once you see it.
2- A similar technique makes for a fast and dirty way to make memorable NPCs. Take an element from one of the players and reflect it in an obvious fashion. If one player was a soldier, make him a soldier on the other side. If one player likes to drink, make him a drunk. Something that seems like an entirely obvious GM trick to elicit sympathy.
Then reflect it again. Discard the first value and use this new one. Instead of being a soldier, he had a brother in the war. He used to drink but is better now. Whatever. Suddenly it's a lot less contrived, but there's that root of commonality to give their interaction some resonance.
Game Chef – 10th anniversary
Game Chef may not be the original roleplaying game design contest, I believe that honour goes to the Gaming Outpost contest run by Clinton R. Nixon and Jared A. Sorensen, but Game Chef is definitely the most famous.Every year a number of games enthusiasts try to design role playing games within a single week, using a list of pre-provided ingredients. A number of well known games designers have ‘cut their games-design teeth’ in previous years of this contest and some of my favourite games started as Game Chef entries before being expanded for publication.
This year marks Game Chef’s 10th anniversary and a return to the classic Game Chef format. Jonathan Walton returns to the reigns for a second year as organiser.
The rules have already been announced. The contest starts on Sept 11th, with a submission deadline of Sept 19th. Why not drop by the Game Chef website and take up the challenge?
GM Rust
I’ve got a 3 1/2-year-old daughter and a 2-year-old son here at home, and my free time has been sharply curtailed since they came into my life. Gaming-wise, this means that I have seldom GM’d games, instead mostly sitting back and being a player. This has given me some great gaming experiences, but it’s left my GM’ing skills very rusty and impaired my confidence that I know what I’m doing on that side of the gaming table. That’s despite the fact that I’ve often been a primary GM in many of my previous groups over the years. I guess it’s a “use it or lose it” kind of thing.
Since House of Cards, the cinematic heist game I’m currently designing, has a GM, this is a less than ideal state to be in. So I’ve recently made it a priority to get back on that horse and GM (or at least strongly facilitate) some games. I’ve recently begun gaming on Mondays at a local comic and games store, and this new group has given me the chance to polish up my GM’ing.
Right now I’m running a multi-session 3:16 campaign. I chose to offer a 3:16 game since it’s accessible, low prep, and mechanically uncomplicated. Playing multiple sessions has given me the chance to develop the setting, establish some NPCs, tie the planets together with shipboard scenes, push and pull on the relationships between the characters, etc. In other words, do the things a GM is supposed to do.
Doing prep and then springing things on the players has been great fun. Flexing my story muscles in a different way has left me feeling more confident and rediscovering old things I used to do in running games. It’s got me itching to run more games on my shelf and do more playtesting with House of Cards to better develop best practices for the GM role in the game.
I didn’t tell the guys that this was my first stab at GM’ing in a long while (I didn’t want to jinx it), but it seems like the game is fun and hopefully serving as a means to bind this new group together. So that’s what I’ve been up to – getting back to using my GM skills and hopefully making them a central part of my gaming toolbox again.
I Am LOLBAT’s Sidekick.
By day, I’m mild-mannered game and graphic designer Joshua A.C. Newman. But by night… by night I don a disguise as reasonable as Superman’s and I become…
I post there when a comment doesn’t warrant a blog post.
Not that this warranted a blog post.
Gaming with Kids: Kingmaker Session #0
Fall is approaching, school is back in session, and that means the after-school game club is up and running again – this our eight year and as I’ve blogged about earlier, we had 16 students (ages 13-19) at the information meeting who said they were interested in playing 4th edition D&D this year. Two weeks later, we’ve started up and here are how the groups have shaken out:
- Group #1 – New DM (11th grader) plus five new players. I have no idea what the DM is running but they all seem to be pretty interested and had a great time today. I know they have a paladin, a wizard, a cleric, and a warlock in the party (not sure what the 5th player is playing).
- Group #2 – Nine players who I and a co-DM will be taking through a 4E adaptation of Paizo’s Kingmaker adventure path. I’ve chose Kingmaker because it’s perfectly suited for large group, working in smaller “teams” to complete. My co-DM is new to 4E but has run a few games before and I’ve given him all of the older, more experienced players as his team, while I’ve taken all of the new players.
We sat down a couple of weeks ago and divided up character roles, made characters, and worked on some back stories which I then took home and fine-tuned to create a series of connections between the PCs and to provide each with his or her own personalized goal based on their background as well as some of the locations and/or events in Stolen Land.
The Players
My nine players come from at least six different countries, with only two native English speakers in the entire group. We have three girls and six boys, with the youngest being 13 and the oldest 19. My group looks like it will include two boys & two girls, all new players (one has about 6 months of RPG experience with us from last year’s AD&D campaign). The other group is four boys and one girl, all of whom are either 12th graders or older – one of them graduated last year but will be coming to club meetings until November so he’s joining his friends.
The Party
Here are their characters. The first four are from my half of the big group, the last five from my co-DM’s team.
- Nemeia – female tiefling rogue. She’s currently the indentured servant of the wizard Brandis, who refers to her as his “bodyguard.”
- Kira Stoneflagon – female dwarf paladin of Erathis. Her primary goal is to find a place for her clan – who were displaced long ago by orc raiders – a new place to live.
- Brandis Mengora- male human wizard. Wizard in search of an elf gate supposedly located within the Green Belt.
- Brenn Branigan – male human bard. Mercenary, bounty hunter, wooer of women, and seeker of fame & fortune.
- Garen Travoy – male human warlord. Bastard son of a minor noble of Brevoy, he’s trying to make a name for himself.
- Olaya – female half-elf druid. She is searching for a place to settle her people who live in a refugee camp near the border. She is also searching for a lost shrine to Erathis.
- Grom Saurfang – male half-orc ranger. Self-proclaimed monster slayer, he’s along to slay something big and hopefully make Olaya finally notice him.
- Aldur Daleborn – male human swordmage. Son of a baker, he is trying to gain entrance to the swordlords by proving himself.
- Thom – male human avenger. Sworn to Iomedae, he has come south to bring the bandits of the Stolen Lands to justice.
The Plan
Session #1 and maybe session #2 will involve the group as a whole arriving at Oleg’s Trading Post and getting their first taste of the bandits’ activity within the region. From that point onward, the campaign will run with the two teams operating in parallel, coming back together for major events like the assault on the bandits’ stronghold.
The Map of Laelith

What do I love about this map? First of all it's hand-drawn to a very high bar of quality. Hand-drawn isn't everyone's bag, but you've got to respect the attention to detail. For example, note the white calligraphy title, the artistry on the water details, and the hand-hatched contour shading. There are tons of city detail too, calling out for adventure. Notice the torturous winding path down the lower left-hand side of the map leading to a lonely structure, then off the map.
But what I love most of all is the architectural palimpsest effect where the new city is obviously laid over top of an even more ancient (and, one suspects, more spectacular) city. There's the ancient temple on the left, bisected by a steep ravine, hinting at some past disaster. The upper half of the city is divided by what is apparently the remnant of an ancient grand avenue, not transformed into a maze of ad-hoc streets. It reminds me intently of Rome, where the streets and squares still have the shapes of vanished monumental buildings.
The Call to Action
The trick of the tableau is that you don't want a tableau at all, you want a call to action. That's a very grand sounding term that really means you want to provide your players a compelling reason to act. Easy to say, but you don't want to force them to do it - that's as bad as using heroic logic tol ead them by the nose. No, instead you want to create an opportunity that is resonant and urgent. Something that makes them want to act, and act now.
Such as situation is composed of three parts: an opportunity, a reason, and a consequence.
The opportunity to act seems like the easiest of the three. After all, players can always act, right? All they need to do is say they want to do something, right?
Well, yes, that's technically true, but it's not necessarily useful. You don't want the players to take any action, you want them to take an action in response to the situation.[1] That demands that there be something specific for them to react to, usually some sort of action. A little girl standing around looking lost is not much of an invitation. The same little girl getting kidnapped is another story.
This leapfrogs onto the third point: Urgency. An important part of the call to action is that there is a clear consequence to inaction. The consequence need not be to the characters, it simply must be a change that will happen if they do not act. Ideally it's a change they don't want to have happen, but that depends a lot on how you sell it to them. In the previous example, there might be some long term consequence to the girl being lost and alone, but there's an _immediate_ consequence to her being grabbed. The window to act opens, but it does not stay open indefinitely.
You can actually get by with just clear opportunity and consequence in most situations. As long as the consequences are undesirable, that can be enough to spur action. But it's really the absolute minimum, and it's thin enough that it's a poor thing to rely on. As such, if you really want to close the deal, you need some reason why the characters (or players) actually care about what's going on. There are several ways you can do this, so let's look at a few of the more reliable ones.
Most powerfully, you can make the events personal. Tying things directly to the characters gives them immediate stakes. As an example, why put a stranger's child in the center of things when it can be someone the characters recognize, if only through business done with their family?
You can also make things indirectly personal. Well constructed characters have any number of buttons and issues that were put in explicitly to be drawn into situations like this. Do they have an enemy they hate? That's who's grabbing the girl. Do they have some idea they're attached to? Tie the kid to it through dress or action. You know how to do this if you stop and think about it, so do it![2]
A somewhat more shameless trick, one that is directed at the players, is to let them see someone getting away with something, ideally something which they would get in trouble for if they tried. This won't work for every group, but if you've had to do things to keep them in check, I assure you that nothing will drive them to violent indignation faster than someone getting away with something.
Another trick, and again, this one speaks to the players, is to make things anomalous. Look at the scene you have in mind and try to spot your assumptions. When you think about the cute little girl in braids in trouble, the image is almost certainly human, to tweak that. What if she's a dwarf. Or A Goliath. Or a Warforged? Challenging assumptions are more likely to give the players pause and make them think about the situation.[3]
In all of these cases, the trick is to get the players to _want_ one outcome over another. If they want something, and there's a clear opportunity for action in front of them, everything else takes care of itself.
1 - There is a temptation to want them to take a _specific_ action, and to funnel things down that path so its the only valid option. However well intentioned, this is a bad plan. It's railroading, and no one benefits from it. Concentrate on trying to get them to respond, but leave the manner of that response up to them.
2 - Of course, the reason you won't is that you're afraid it will appear contrived, forced, or like you're overusing those hooks. You're not. Not any of that.
It is a rare game that overuses the character's hooks. If you hit them more than one every session they MIGHT start wearing thin, but the reality is this is what the player _wants_, and using them is validation, not a challenge to credulity. And heck, if you've used them enough times to be worried, then you should have a whole backlog of past uses you can draw on to make things a little different.
Consider, for example, if you use a character's interest in the ladies quite often. You could keep throwing in new damsels, but if you're worried it's wearing thing, then why not bring back one of the previous ladies. Or perhaps her very angry sibling? Or her kid. It creates a personal tie _through_ that important character element without triggering it directly.
3 - Don't rely too much on this one though. It can easily turn into another variant of heroic logic.
UNRELATED PLUG: So, I said something on twitter the other day. Daniel Solis turned it into something lovely. So I have done the only reasonable thing, and opened a Cafe Press store for it.
4E AP: Teerna Campaign – Recap #6 (The Fey Connection)
The events detailed here span two sessions of play.
From the memoirs of Tiberius Cosmourn Bramblewood, Shepherd and former Windrunner
Desnus 25, 471 SL
The situation in Murray’s Rock has more twists and turns than a bowline. Leaving the sickened Tyrinn and Thalos, who now has begun to show symptoms as well, we have visited the mysterious standing stones on the nearby hill and discovered it was actually a Fey Crossing – a thin place between our own world and the Feywild where the wild’s magical nature leaks through, distorting all it touches. There we found an odd diagram of the local area which reminiscent of some sort of twisted battle plan.
Flagstaff, for all his value in a fight, clearly has impulse problems, scattering the diagram’s contents before urinating on them. Clearly my theories about his ogre lineage are accurate. Bloody bampot! The end result were some of the stones in the circle coming to life – apparently they were some sort of elemental guardian. We retreated out of the circle, smashing stone constructs along the way. On the way back to town we were ambushed by more goblins, being lead by a bloated monstrosity of a female goblin. She apparently didn’t appreciate me tearing several of her “children” apart with a tempest.
The remaining goblins fled, including the massive one, but Lochlann was able to track them back to a cave overlooking the valley. Inside we found another Fey Crossing, this one linking to a cave where four of the Fey court were meeting: Dorcas, a creature of shadow; Old Maggotty, the fat female goblin we had met earlier; Slinker, king of the Ratmen; and Amadan, representative of the Sidhe court. They revealed that the events in the region are part of some sort of elaborate plan, the objective of which is to incite a war between the elves and humans of the area. They demanded a tribute of 12 women, but oddly enough all of whom must be mothers. Shades, what is it with these Fey in their bizarre needs?
Desnus 28, 471 SL
Thanks to the events of the last few days, Murray’s Rock has been abandoned and we are all staying at a nearby hunter’s cabin. However, I’m getting ahead of myself.
We exited the cave and returned to Murray’s Rock only to discover more than a day had passed since we entered the cave despite what seemed like only a few minutes to us. As we descended the mountain to the village we realized things had gone from bad to worse – the village had been overrun with the restless dead. Although Tyrinn was doing his best to defend the villagers, his brother Thalos seemed to be more concerned with keeping hold of the bloody statue he had found back in the kobold caverns. Shades! We rushed to their aid, arriving just in time, but not before several of the village folk had already fallen. During the battle I realized that the restless dead were drawn to Thalos’s hideous statue – fortunately by that point Thalos had slipped in to almost incoherence and thus put up little argument when Falstaff took the statue from him and threw it into the village hall to draw the enemy away. Once there were inside, I set fire to the hall – problem solved.
With the village overrun by undead and partially on fire, we evacuated the rest of the residents to the nearby cabin of a local hunter named Cabot. We’ve set up a defensive position here, aided by the cabin’s strategic location atop a steep hill and are attempting to get some rest. Although all of us survived the attack on the village, Thalos appears to have slipped in to a persistent fevered dream.
The Tableau
Unfortunately, it doesn't actually work that way.
The rub of a tableau like that is that it's equally likely to invite snarky comments, especially from players who either are playing their characters a certain way or are, to be frank, the kind of players who are inclined to be a little snarky. Given that this describes much of the gaming populace falls under this description, what's going to happen when they come upon this tableau?
Unless your players are feeling difficult, then they'll eventually engage the little girl because heroic logic dictates that they must. Heroic logic is, of course, the player's awareness that the GM is shining a light on this particular character, and clearly that is where they must go to get the ball rolling. It is not quite a glowing exclamation mark over the character's head, but it's close.
But the problem is, GMs are not always aware that they're doing this. When they craft very descriptive tableaus, it's very easy to get attached to their own prose and think that the players are responding to the quality of the writing and the emotional engagement of the situation. The reality is, they probably aren't. They're responding to the direction you're pointing.
This is harmless enough on its own, but it can be problematic over time. First and foremost, your players are aware of the use of heroic logic, even if you aren't, and every time they have to use it, their patience frays just a little bit more. This may never really reach a crisis point, but if it does, that's no fun for anyone.
Of more immediate concern is the possibility that the day may come that your player's miss the point. You expect them to engage with something, but they've picked up the cue that they're supposed to be observing. This will be frustrating, but you can deal with it. You just need to pull out the stops, and make the tableau MORE compelling, rich and heartwrenching! And when that doesn't work (because that isn't what they were responding to in the first place) and you redouble your efforts all the more, you're going to get frustrated. There's no way, you will think, that your players could be MISSING this. They're just being a bunch of jerks.
At which point you flip open the Monster Manual to find something disproportionately ugly with which you will wipe the imagines smirks off their faces. And it just goes downhill from there.
Bottom Line: Friends don't let friends depend on tableaus.
But then, if you can't depend on the tableau to spark action, what _can_ you do? Sounds like a job for….Tomorrow![1]
1- Dirty pool, I know, but I'm intentionally experimenting with terser posts. I've tried this before, and it never sticks, but it buys me more time to read the new Dark Sun guide, so it seems like a good cause.
More Purple Worm Art
War…
When you bond with a fellow soldier, tell them to increase their bond score with you by +1. If this raises the bond to +4, they reset to +1 and mark experience.
When you see a fellow soldier suffer harm past 9:00, roll+bond. On a 10+, you rush to help them right now, no matter what. On a 7-9, you’re badly shaken. If you do anything but rush to their aid, you’re acting under fire. On a miss, you’re in control. If you rush to help them anyway, mark xp.
When you assist another soldier, roll+bond. On a hit, you help them. They take +1 forward. On a 7-9, you also expose yourself to danger, fire, retribution, or cost.
Like I don't have enough stuff simmering around here.
More Fungibility
First and foremost, it's an important element when looking at the objective of an adventure. A lot of times the easy hook is a giant sack of cash (in some form or another) , but that can end up raising questions. If the goal is money, is this really the best way to get it? A lot of classic games raised this question, where the rewards of an adventure could easily be overwhelmed by the cost of potions, repairing equipment and so on. If you've got a fungible reward, it invites that sort of comparison thinking, and that's a good way to end up with heros who act more like accountants. Taking a little time to make sure the MacGuffin is non fungible is probably a good investment of time.
That's a small thing, but it does provide a pointer to a bigger one - Heroism is Fungible.
Not the concept of heroism, of course, just heroism as it exists in games. Menace rises, heroes arrive, fighting ensues, heroes win. The problem is that in many cases it does not matter which heroes arrive to save the day, and this is especially problematic in hero-rich environments (like the many published RPG settings). This is a common problem with published adventures because they need to work with whatever group happens to have bought them. By working equally well with all groups, it's unlikely to have any kind of personal tie in to your particular group.
It's hardly news that published adventures are a little generic, but it's useful to frame it in these terms because it gives a concrete yardstick for any changes you make to personalize it. Does the change you're introducing make the adventure one which only your group could handle it or does it just make it more complicated?
Everyone Can Make Games
Archived from this thread on SG:
So, with Game Chef coming up again, I have to say that I firmly believe that:
1. Everyone can design a game. It’s like how everyone can draw a picture of a flower. You just do it, period. And there it is: a game.
2. Whether a game is “good” or not is completely subjective, depending on what you want from it. Maybe it isn’t particularly successful as a game, but tells you a great deal about the author (insight) or, 20 years down the road, becomes a record of what they were thinking about at the time (nostalgia). Everything is potentially valuable and useful and “good” to someone. And the rest doesn’t matter. Why would anyone want to judge all games by the same set of criteria? Why should every game aspire to be D&D or Dogs in the Vineyard? That’s bullshit. You have to know your (subjective) criteria before you decide how to judge a game.
3. Everyone can learn to make games that work better as games (i.e. creating a consistently enjoyable experience for their players, based on whatever subjective criteria you have for play), given practice and a desire to learn from others. Actually, you can learn to make games that are better at whatever subjective criteria you have, if it’s selling more copies, or causing more controversy, or making you more famous amongst your peers or whatever. People are good at learning to do things. All it takes is time and dedication. Of course, people have different capacities for getting better and different learning speeds, especially as we get older, but I believe that everyone can make incremental progress if they put in the time and energy. That’s one of the simple joys and rewards of being alive.
4. Does that mean that everyone can make a game that will be hugely successful at their own subjective criteria? No. You can definitely get closer to your criteria or more successful, but nothing guarantees that you will be successful at anything you want to do. The challenge and uncertainty is also part of life simple pleasures and vexing frustrations.
5. Sometimes this means, in order to be hugely successful by your own (subjective) standards, you have to change the criteria by which you measure yourself and your games. Maybe you just want to write the best 2-player game about zombies ever written. That’s probably possible. Will it sell a billion copies and make you world famous? Probably not. Who cares though? You did it. You met your criteria. Maybe you want to hack an existing game and run a really memorable campaign that your home playgroup will never forget. Badass. Do that.
A lot of this comes out of my own frustrations and personal journey over the past 10 years or so, coming to terms with my own design and publishing goals and ability to execute on them (at least at this stage in my life). So, changing your personal criteria for success is something near and dear to my heart. I do it all the time and feel like it’s probably critical for human beings to stay sane and satisfied.
Dust Devils rides again!
Dust Devils “Revenged” edition is once again available for sale in PDF format!
Dealing with Problem Players
One of the things which has been on my mind recently is the issue of dealing with problem players.
My weekend group has recently shrunk in size due to a lack of shared vision leading to a horrible rift in the group. What follows is a collection of my thoughts on the issue. The events at my gaming table have left me with a bad taste in my mouth (figuratively) and a feeling I’ve let the players down. I’m left wondering if perhaps there were better methods to deal with it I could have employed.
How do I Know if I’m the Problem?
One of the first things I feel you need to consider when dealing with problem players is whether they are really the problem. Perhaps they are perfectly reasonable players and you’re a problem GM.
It’s worth taking a little time trying to work out the root of the issue before you act. Sometimes the issue is poor etiquette on the side of the player, but sometimes the problem will stem from something you did. Perhaps the player is telling you precisely what they want out of a campaign and you’re not listening.
What Constitutes a Problem Player?
Whether someone is a problem player or not has nothing to do with how good a roleplayer they are. It’s not my place to judge another players roleplaying, and I hope no one is judging me. When I think of a problem player I think of someone who:
- Is disruptive to the game or the group
- Spoils the enjoyment of others in the group
- Causes real life conflict within the group
- Has expectations of the game which do not mesh with the rest of the group
A problem player may displays problem activities such as:
- Consistently arriving late for sessions
- Performing distracting activities like: talking about non-game activities, reading, sleeping
- Hogging the Spotlight
- Steamrollering over or shooting down other player activities
- Pushing a vision which is in direct contradiction with the shared imagined space
Often this issue isn’t one of bad play, but one of differing priorities. Many players associate roleplaying games with killing things and taking their stuff. Other players are in it for detailed tactical battles, whilst some may look at it as a chance to practice their Improv Theatre. My first roleplaying experience was Traveller (back in 1982) and my early games were all about exploring and trading, but like many young players I quickly discovered the thrill of the low consequence high reward dungeon crawl. These days I play a lot of character-centric Indie game but I still appreciate old school gaming. I would like to think I am pretty open minded with regards what constitutes a roleplaying game is. Many people have much more fixed ideas.
The great thing about roleplaying games is you can play them how you like, but they work best when the whole group is on the same page. If almost all the group wants to play a highly investigative game, or a political intrigue, but a single player wants mayhem and murder you’ve got a problem. By contrast if most of the group wants to hack and slash their way through goblin infested catacombs but a single player wants to socialise with Lords and Ladies and woo the Princess you’ve got an equally large issue on your hands. In each case I’m not suggesting either style of play is better. I’m just pointing out that they conflict.
The Problem that Faced our Group
My weekend game had seven players. Of all of these appeared to have a shared image of what the world was about:- The world was a modern setting, but magic is real, as are vampires, faeries, werewolves, and many other mythical monsters. Most mortals are unaware of magic and the supernatural all around them.
However this is where the shared reality began to break down. Five of the players (including the GM) believed that the world was gritty and dark although occasionally pulpy, that actions had consequences (which may affect both you and your companions) and the repercussions of those actions would eventually catch up with you. Characters were tremendously powerful, but those powers had to be used with care because poor decision could dig you into deeper and deeper into trouble. When you did use those powers half the fun was in finding a way to deal with the fallout.
By contrast two of the players appeared to believe that the world was high octane, gung ho and pulpy, that actions were without consequence, and that they could freely do what they wanted without fear of comeback.
Unfortunately this lead to a situation where two of the players were causing trouble, which the other players felt compelled to ‘clean up’, often placing themselves at risk in the process. These players also pointed out the mental convolutions they were having to go through, in order to come up with a rationale they could use to explain their characters continued association with what appeared to be a couple of Sociopaths. Most of the characters were law enforcers (of one sort or another) and yet tow of the PCs appeared to be leaving a trail of death and destruction, which they expected the other PCs to turn a blind eye to.
Clearly the two visions were in conflict and causing a major issue.
The Things I Tried
Early on, when I first identified the issue I tried spending a little bit of time at the beginning of one session going over my vision of the gaming and asking for comments and feedback. This clearly didn’t work because everyone agreed that it meshed with their vision – and then nothing changed.
I then tried enforcing the fact that actions had consequences by having the consequences of the characters actions hit them like a ton of bricks. This was a big mistake. The players who’s visions didn’t mesh with mine felt I was picking on them. They were the only players suffering fallout, the only players I appeared to be ‘attacking’ and because the players didn’t associate their actions with the consequences all I succeeded in doing was alienating the players.
As a result of this, and the fact that within the game fiction the other characters appeared to be trying to distance themselves from the two sociopathic characters, the two players in question started displaying poor behaviour: They passed messages between each other, sat apart from everyone else, talk through scenes which don’t involve themselves, occasionally chuckled together about private jokes.
I attempted to reintegrate them into the group by throwing them plot which a) should have been interesting to their characters and b) gave them good reason to work with other members of the group. It was a fiasco – they just killed everything in sight, and then they realised there were some things too tough for them to kill, one of them decided to try to end the campaign by taking out the entire party.
By this point I was sure there was no hope for a continued campaign with these players. My failure to resolve the issue quickly had allowed it to escalate. I was going to kicking them from the campaign but one of the other players persuaded me to give things one more try. At this point I didn’t want to pick them out in front of the group (which would have been humiliating for them), and felt that a one on one chat would be difficult to arrange and might come across as adversarial.
I wrote an open “state of the game” email to my entire group talking about my concerns that we weren’t all playing on the same page, that I wanted to bring the campaign back on track, that so long as there were players unhappy with the way the game was going we were losing out as a group. I touched on the subjects of game style (suggesting that different people might want different things from a game). I suggested that these were all things which I wanted to discus next session in group. I then mentioned a number of things I consider rude: poor attendance, talking through other peoples scenes etc. Finally I included a note about trying to avoid carrying in game conflict into real life or vice versa, and that In character conflict does not reflect on the players personal beliefs about you. The email was not intended to point fingers but to suggest a list of discussion point for the next session.
The Fallout
Normally before the game meet one of the players and together we head to the station to meet the two players I was having difficulty with. We then drive on to the house where we play the game (and meet the others there). On this particular day whilst waiting at the station I received a text from one of the two players saying they were dropping out.
The text was long, abusive and to be honest confusing. It was clear from the text that they considered me a terrible GM and the other players ‘fanboys”. At the end of the text he said that the game was fun up to the point where three events occurred. Confusingly the three events described never occurred in game.
I also received an email from a third player apologising for his poor attendance, saying it was a factor of his lifestyle and saying he was dropping from the game. In a way this is a shame – he was a great player, fun to be around and always coming up with great decisions. He also had about a 30 to 40% attendance rate in this game, which is pretty typical for him in any game he plays in. I hadn’t intended to pick on him, but I had said poor attendance was a problem. I’m not sure how to feel about this.
Who was at Fault?
Clearly we were all at fault:
From the view point of the two players who left we had a different view point of the game, which we tried to push down their throats. By forcing consequences on the characters (which was out of line with their view point of the game) I spoiled their enjoyment, and this gap in viewpoint lead to real life conflict.
We all were at fault because we failed to do the single most important things at a gaming table. We failed to communicate constantly and effectively. We let issues fester even though we knew they were there.
Why We Should Never have Faced these Issues
In the very first session we sat down to create a world. I talked enthusiastically about the game, and I asked for peoples input. We created a world, suggesting locations, peoples and organisations. It was great, but we started at the wrong place.
Before we created that world we should have created the ground rules which governed it. We should have discussed the style of play we intended, we should have discussed table rules, and we should have discussed how we as a group are going to raise issues. If we’d done that the gap in expectations would have become apparent in the first 5 or 10 minutes and we could either have resolved them or someone could have dropped out gracefully.
We are currently recruiting for a couple of players to join the game. The first thing I’m going to do is ensure we discus game style and ground rules with them as a group.
Declan Feeney is a guest blogger on Gaming Brouhaha .
Murderland Wrapup
Ha, only took me slightly less than two years to finish all those reviews. My deepest apologies to everyone who waited so long for me, especially the last four who submitted. You probably forgot you ever wrote those games!
Everyone who earned a “baked” review gets a $25 gift certificate to IPR, as per the original rules for picking winners. Those folks are:
– Jackson Tegu
– Mo Turkington
– Nathan Paoletta
– Stephen Bretall
– David Donachie
– Jason Dettman
– Ben Wray
– Marshall Burns
– Josh Roby
– Simon Pettersson
– Jesse Burneko
Wow, folks, that’s 11 out of 36 games. Nice job! Let me know if I missed anyone who got a baked review.
WINNERS: email me (jaywalt at gmail) and I’ll get you set up with your IPR $$$.
Finally, there will be a grand prize winner, as soon as I have time to re-read all the baked reviews, and they will — in addition — get a copy of In the Company of Crows and Ravens by John M. Marzluff and Tony Angell, which will tell you more about corvidae than you would ever want to know. I’ll post the Grand Murderland Champion soon, like tomorrow.
And then we’ll be done with this contest and I’ll move on to wrapping up Game Chef 2009 and starting Game Chef 2010. Woohoo!
Yay for finishing things.
Murderland: Pies 33-36
33. Eero Tuovinen – Valravnar for Ásagrimmr
Premise: Players takes on the roles of Odin’s ravens, Hugin and Munin, and the mortals or other beings they encounter while traveling the World Tree seeking information for the All-Father.
Thoughts: Eero is exploring concepts as exciting as any game on this list, but I have a few concerns that make me hesitant to plop it down on the nearest tabletop. I really like the travel mechanics for the ravens moving between the Nine Worlds and encounter obstacles. They remind me a bit of journey conflicts in Mouse Guard, but are framed by the mortal players for the ravens. Then, when the ravens arrive somewhere, they frame situations for the mortal players to play out. That whole dynamic is genius. However, though Eero tries to place the emphasis — at least according to the text — on the events the ravens observe in the Midgard, the only thing tying these various mortal events together is the ravens. Consequently, I imagine that most play groups would quickly gravitate towards viewing the ravens as the true protagonists. Doing otherwise just seems to go against the grain, like playing Dogs and focusing on the townsfolk. Somebody, I don’t remember who, said there are basically two stories — “a stranger comes to town” and “go on a journey” — and it’s the ravens who are the strangers and/or the journey-makers. So the tension between that and the GM-type role that Eero wants to give Hugin and Munin worries me slightly, especially when — compared to the ravens — the mechanics for mortals doing stuff seem much less interesting.
Conclusion: Browned, but smells really appetizing.
34. Adam Dray – Crow: Space Scavengers
Premise: This game is basically Firefly + Rogue Trader, written with a kind of “tough luck!” grouchiness that is pretty fun. It’s made to be a really short game, only a few hours, and is more a shared storytelling activity in the vein of Once Upon a Time or Baron Münchhausen than a classic roleplaying game where you advocate primarily through your character.
Thoughts:There’s a lot to like here. The character types and their moves are pretty attractive, though I wish there weren’t so many “play two cards and add ‘em” moves and, instead, each move was totally unique. I like the grouchiness in the text — shut up and like it! — but it masks some of the issues with the game as written. If Jason Morningstar was writing this review, he would criticize it for being “parlor narration,” where the players are spending cards and vying for overall narrative authority rather than backing up specific fictional statements related to their characters actions (like you do with Sees and Raises in Dogs in the Vineyard, for example). I have similar concerns that playing War (the classic card game) for narrative authority is not really a solid basis for roleplaying, though I think that, with a minimum of revision, this could be really fun, especially as an intro RPG activity for folks who like Firefly. At a minimum, that would require rules whereby not every player would have to participate in every conflict and, maybe, the opportunity for players could play multiple cards over the course of the conflict, in reaction to cards played against them (a chance for escalation or trading efforts). And maybe a way for players to play cards to provide antagonism for others, rather than having that be a part of free narration. You could keep the cooperative format, though, maybe by having players draw a number of cards from the deck, representing obstacles that have to be narrated and overcome. But that’s just speculation on my part. I’m not sure what direction — if any — Adam wants to take this in, especially after all this time. P.S. It could make a wicked Apocalypse World hack :)
Conclusion: Browned; it’s definitely playable and sounds fun, but isn’t quite fully cooked.
35. Jackson Tegu – Life Histories of North American Scavenging Birds, Including the Crow
Premise: This is an emotional and provocative little game that shares a lot in common with “American Jeep” games like Penny for My Thoughts and A Flower for Mara. You play a group of people who, every night for about a week, share a dream in which they are crows together, flying, hopping, observing the mortal world. And then every day they gather together and gradually come to remember and verbally discuss their shared dream experiences. There is some built in rising action where the game builds up to the last night in which something — though Jackson never says what — may occur, reaching some kind of catharsis at the end.
Thoughts: This game is amazing just as a text, very evocative and beautifully written; no surprise since it’s by the author of The Smoke Dream. Jackson definitely has a way with conveying ethereal imagery and emotions in his writing. I have some questions in my mind about how exactly I would bring this to the other players at the table, for instance: How should I convey what the players should and shouldn’t do at different stages in the game, like how little control they have over their crow bodies on the first night? Some of that only becomes apparent as you read the entire rules document and notice differences between the instructions for different nights and days. However, the game text is short enough that everyone should be able to read it, and you could even tell everyone to read the text, silently or aloud, before you play out each day or night scene. Also, I think part of the fun and — to be blunt — artistry involved in enacting a text like this is in how the organizer presents it to the players. Just like being a good GM in a traditional rpg, being a good facilitator of a Jeep-like text like this involves a bit of charisma and careful, intentional work at presenting the game and making it happen. And even though I have zero background in Jeep or larp at all, I feel like this game points me down a road which isn’t entirely unfamiliar and encourages me to work through my anxiety and find a way to properly present the game to players. And that’s something that I didn’t expect to find here or realize was even possible. So, awesome.
Conclusion: Baked; this game rocks on toast. Like all these games, it could probably get better and tighter with playtesting, but that’s maybe not the point here. I would worry about losing the original feeling (the voice) of the text through too much revision, so maybe we should just enjoy it for what it is.
36. John Kantor – The Crows: Murderland
Premise: In this gothic and metaphysical game, players take on the roles of “Incarnations” (characters) and the “Avatars” (meta-characters, distinct from the players themselves in an unclear fashion) that are attempting to prevent them from succumbing to despair. The winner of the game is the Avatar who’s associated Incarnation has the least despair and the end of an agreed-upon time limit. I’m not sure what that means, though.
Thoughts: I was confused about the premise, especially who or what exactly the Incarnations and Avatars were, by the second page of the game and am still not certain. As far as I can tell, the Incarnations are normal people and the Avatars are metaphysical spirits charged to protect them that can manifest as crows. The main difficulty this game has is that it not only is based on “parlor narration,” bidding dice in an attempt to create or fight off despair, but the bidding process is completely disconnected from the fictional narration. Each conflict is the equivalent of every other conflict and no difference in narration affects how the bidding dice game is played. While this may work perfectly well in practice, especially in the short term, the disconnect between fiction and mechanics means that what is compelling in the dice game may have a less exciting fiction associated with it and vice versa, which can drag a game down and lead to a sense that the narration doesn’t matter and the dice game isn’t compelling enough to maintain interest by itself. This can lead to a game that is weaker than the sum of its parts because the parts don’t really add up, just coexisting beside each other, if that makes sense. In general, though, the structure of play seems reasonable. I wish there were especially fiendish things to do once your Avatar fails in its mission, loses its Incarnation, and becomes a “Shade.” That sounds ghoulish and potentially fun to be a game-wrecker for other players.
Conclusion: Warm; an interesting concept and a game with some nice layout, but a lot of the components fail to really connect, so it ends up feeling relatively toothless despite all the description that invites emotionally provocative play.
4E AP: Osirion Session #7 (Kelmarane Liberated)
The seventh session of our ongoing 4E D&D campaign tied up a bunch of loose ends and set up the group’s next adventure.
Session Summary
We started in minutes following the group’s dramatic rescue of their employer, Alma Roveski from the clutches of the gnoll Chieftain and his dark warlock consort. Alma, ever the pragmatic businesswoman despite the peril she had faced moments before, decided now was the time to strike and drive the remaining gnolls of Kelmarane. Shai Hud beheaded Ugruk, impaling the head on the end of his javelin. With this grisly ”banner” the group headed back out in to Kelmarane where they gave the remaining inhabitants – a mixture of opportunistic human scum and gnoll villainy – an ultimatum: swear fealty to alma or flee Kelmarane immediately, never to return. The gnolls, clearly disturbed by the death of their chieftain and sensing they were outmatched, immediately fled. The others, split almost 50/50 with some of the “merchants” willing to follow Alma while the others packed up and left. While Shai Hud and Fea’ma’reth oversaw the departures, Amaruq sneaked in to the battle market and murdered an unscrupulous merchant who he had discovered had been reselling goods looted off victims of the gnolls’ raids. Clearly the changeling has a rather extreme definition of “right” and “wrong” and will go to extremes to exact vengeance on those he had judged guilty.
After the group discovered the lost entryway to the lightning rail station beneath the battle market and destroyed the creature that dwelt there for unknown years (nothing more could be said of it since Fea’ma’reth all but incinerated its remains), the reclamation of Kelmarane went smoothly. Alma’s first order of business was to name each of the surviving liberators (which amounted to the group, and the lone surviving mercenary) as a “Knight Protector of Kelmarane.” As promised the group was also awarded the former Wharfmaster’s manor as their own house – it turned out to be a structure with a lot of potential, although it was also going to need a lot of work to renovate.
It was also clear that the manor’s location made it possible for the group to watch over Undrella’s house which lay just across the dry streambed. Undrella for her part seemed to settle in to life amongst the new inhabitants of Kelmarane. Although she struggled at times to interact with the more civilized folk, she seemed eager to make an attempt to prove a useful, if somewhat exotic, resident.
In the following days, although rare were the nights that passed that were not punctuated by the distant howls of the Carrion King, no sign of gnolls were seen allowing the expedition’s members to settle in to an uneasy peace. Dashki returned about a week later with a score of heavily armed Pactmaster soldiers (the Pactmasters are the trading consortium that Alma and her father belonged to), along with several dozen workmen and laborers to begin reclaiming the village.
By this time the village’s water situation was clearly being serious, with the single, small well unable to keep up with the village’s growing needs. Thus, Alma found herself in the position of asking her newly appointed “Knight Protectors” to seek out a solution. Rakash, still recovering from the serious wounds he had suffered while fighting beneath the church, clearly was hesitant to accept, leaving the rest of the group considering the possibility of leaving him behind as they headed north in to the mysterious source of the now dry stream.
DM Commentary
Unlike session #6, this session involved a lot of roleplaying and only a single combat encounter. The reward of the manor house is something that proved very popular with the players – they really like the idea of having some sort of “roots” plus it fits very well with the group theme we originally came up with which revolves around “family and friendship.” It also was an opportunity for Alma – who comes across like a cold-hearted, spoiled brat (intentionally) – to show her gratitude which is important because my ultimate goal is for her to be likable is a “bossy” kind of way. Finally, the manor also hearkens back to AD&D when strongholds and towers were one of the things players strove to obtain. Of course the next few months, including the quest to restore Kelmarane’s water supply, will take them far from home, as they’ll see next session…
Pitching New Game Systems, or “Let’s play Star*Axe!”
A Thing I’ve Been Thinking About
"Play should be personally and socially fulfilling" is the one big thing to come out of the Forge in the last ten years, apparently. I'm like "Yup. Cool." Creative Agenda, as a thing that exists and makes play personally and socially fulfilling is something I can get behind, no problem. Things happen in a game, stuff changes, on your character sheet, in the fiction of the game, and in the social relationships between the players, and you notice and appreciate that change. You see it as "progress" rather than just change, because you've got a creative agenda.
So no problem with that.
But! I'm not sure that the specific formulation of creative agendas as falling into three general categories of "Story Now", "Right to Dream", and "Step on Up" is a useful way of thinking about Creative Agenda. I don't see it helping in design, nor do I see it helping in fixing problems in play. I do see specific understandings about how to design for Story Now play as being useful, but I don't see correlated insights into Step on Up and Right to Dream play. I do see a lot of arguments and explanations and wars over definitions.
So, anyway. Maybe related to that, maybe not, here's a thing I've been thinking about: There are three general things going on in roleplaying games, all of which seem rewarding to players in greater or lesser degree.
Theme
If you looked at the fiction of play as if you were reading a book, what would the book be saying? What's the game "about"? Is it about good triumphing over evil (or failing to do so)? Is it about what difference one person can make in a corrupt society? In the ficton this looks like when you find out that no, your Dog isn't going to shoot that woman in the face, or oh shit yes he is. It's when you discover (to little surprise) that there are no repercussions for killing all those orcs. On character sheets, it's you scratching out that "I will become King" belief, and writing in "I have no use for Kings". It's you checking off that last experience point for killing that dragon, and leveling up your character. Socially, it's having this shared understanding of an issue or an idea not because you've argued about it or maybe even talked about it, but because you've shared a story about it, and maybe you don't quite agree on how to interpret that story but you both see the story itself as true and right.
Experience
How does it feel when you're playing? Are you feeling what your character is feeling? Are you sweating over tough decisions for your character, or do they come easy? Is it scary? Is it sad? Is it hard to do or is it easy? In play this looks like how it feels when you are playing The Mountain Witch, and you're looking around the table trying to figure out what Dark Fate the other players have drawn. Or in Apocalypse World, your character is pinned down, under fire, and the MC gives you an ugly choice and you can feel that knot in your stomach. Or in Bliss Stage, that kind of weightless, shadow-punching feeling the first time your character goes into the dream, where you don't know how to make it work and you and the anchor play feel it out together. Most noticeably, it's that thing some people get where if their character is sad, they're feeling sad themselves, or angry, or whatever. I don't experience that so much myself, but it totally happens. I don't know what this looks like on character sheets. Maybe it's the feeling of leveling up a character - choosing different options and thinking about their consequences. Socially, it's that thing where, hey, our characters slept together and we both know that it's just a game and doesn't mean anything, but at the same time it totally does mean something and you flush a little when you think about it.
Performance
What skills are you showing off when you play? Acting skills? Like, you're speaking for your character, trying to give a convincing portrayal of emotions, an entertaining performance. Also, it's when you're showing off other skills, like, putting your guy in the right spot in a combat so you improve your chances of winning, or when you think of a smart plan and enact it well. In play it's any time you're speaking for your character, but especially when everyone is watching you speak for your character, the big moments. It's when you spend an hour arguing semi-in-character about the best way for your made-up dudes to attack a made-up fortress. On character sheets, I guess it's choosing the best options to level up your dude, or to demonstrate that you can make a better, more creative, more interesting character. Socially, it's like, when you are around the table, who shines brightest? Who is the best? How well did you do last week, and how well will you do this week. More charitably, it's like, we're all playing at a certain level, and we're all egging each other on, trying to see if we can take it to that next level. How far can we go, as a team? How good can we get?
rocktaNe
Originally published at Memento Mori Theatricks. Please leave any comments there.
An inspired take on my most beloved RPG (besides FreeMarket).
My terrible GMing/Swimming metaphor
So GMing is swimming except I didn’t really learn from a book, I learned from friends, from seeing which ways of swimming make the table react in positive ways. During these years of swimming, certain muscles became strong. These muscles might have been developed because of the people you gamed with, or your own natural inclinations concerning creativity and stories.
Then a game comes along, maybe Dogs in the Vineyard or Sorcerer or Burning Wheel or Apocalypse World or D&D 4E or whatever. And when you run this game, whatever it is, and you use those techniques from your hardened years of GMing/swimming, it doesn’t quite work. Shit, you might even think that your way of swimming is right and others are wrong. Maybe you saw someone swim the other way once and it nearly drowned your friends. Whatever it is.
You play Dogs and try to hide the town.
You play Burning Wheel and make up an adventure before seeing anyone’s Beliefs or linking those Beliefs to your adventure ideas.
You play D&D 4E looking for a character driven drama.
Everytime I play a FATE game I bump my head against Aspects, trying to treat them like Beliefs and challenging them without ever using the other FATE-given compels to set them off and burn up some fate points.
I spent a while when I first got Dust Devils beating my head against the convention wisdom, as I knew it, about gaming. Even after playing is successfully several times, when I was going to introduce my dad to gaming, I thought he would never be able to deal with the narration rights as written in the game. I wasn’t worrying about my dad; I was worrying about myself. The game took my out of my comfort zone and I was chaffing against that.
Its a familiar story, I reckon. I used to read RPG texts with a mind towards what it was that I wanted to throw away and inevitably, what I threw away were things that did not play to my currently bulked up muscle groups, my GMing comfort zone. Now I read RPG texts with a mind towards how the mechanics are going to help me and my friends have a fun night. I know that the load is on us. I know that if someone acts like a total dick, no text will help me.
If I go outside that zone of comfort, if I am a little bit nervous before the game, that can be a good thing. It can mean we are doing something different, we aren’t re-hashing the same game experience, seeking out some mythical night when everything clicked.
If I have to create something and put out an effort (Dogs’ Town creation, Humanity defining in Sorcerer, Monster Burning in BW, etc.) that is fun and fine but don’t make me stop swimming in order to take out a hammer and knock stones out of the river, don’t make me get the game out of our way in order to play the game. I don’t want to have to put out the effort we used to exert when we played D&D 2E or Ars Magica 3rd and 4th.
I want my game texts to be the water’s flow. I still want to swim and put out an effort, even a hard effort but I want to swim with the game and not have to fight the damned current.
(yes, inspired by this SG thread)


