Gaming ambition for the next 12 months
Lots of people posting information about their quite interesting ambitions for their next 12 months, inspiring to see what people are thinking about. Due to limited time I’ve kept my video short, partly because I plan on more blogs and videos about one of my ambitions for the next 12 months.
I’ve not run an in-depth PBM game since working at KJC Games. I’ve done little bits but nothing major, mostly because I always come back to my main ambition: better GM & Player tools. I am still in the midst of writing a novel, plus a few short stories I keep playing with, too many things, so I decided that 2018 should be the year of Project Overlap. Scaling ideas back, managing health better and better time management are how I plan to achieve my ambition.
Since I touched on D&D and Pendragon in my video, here is Runeslinger talking about his plans. Any similarity between my video and Antony’s is entirely down to me imitating him 😉
So many plans:
Big plans at The GM Table
Plus so many more 🙂
Which non-dice system appeals to you?
I could have talked about LARP. Even before I developed physical problems, I was quite aware that relying upon a player’s physical skills can strongly affect a player’s choices and PC capabilities. Thankfully this also depends on the LARP system; due to how the rules are designed some systems are much more inclusive 🙂
Some PBM ‘cheat’, since they remove any type of tests from the players, whether the GM resolving things, or the game engine handles whatever test system has been decided upon.
Besides that I’ve nothing extra to add to my video about non-dice system, well I do but that would be spoilers 😉
Which dice mechanic appeals to you?
Today has yielded a diverse collection of answers 🙂 Initially I pondered talking about how dice rolls and mechanics don’t matter so much; if viewed in an entirely positive point of view, we all just flow forward and ‘roll appropriately’. I forgot to mention in my video that I find the biggest impact on play is how often dice rolls are required and the reasoning behind the request. Going back decades ago I experienced far too many GM/DMs requiring constant rolls for the smallest of reasons; often because the system implied it was required, or worse they thought the genre demands it. Even when the Storyteller came along and explained in the short rules section about how and when to roll, some ran the games requiring constant rolls. A bit of a negative subject, but thankfully from my experience less of a problem as players and games have evolved 🙂
In today’s video I talk about an answer that surprised me: Street Fighter. Plus an honourable mention of Legend of the 5 Rings (pun intended), and the forthcoming Storypath system for Trinity Continuum.
Dave talks about various things in his blog, in particular the Vortex System for Doctor Who.
Check out Runeslinger’s answer. Reminded me why I originally thought Palladium was odd yet brought something different. Overall I found it worked and I grew to appreciate it 🙂
Which game mechanic inspires your play the most?
Straight forward video answer today, I love things that help propel PC play, that help inspire players, that are personal to the player, typically something additional that sets an individual PC apart. I did contemplate talking about ideas I’ve been working on for years, but I’ll save them for another time.
Doh, I forgot to mention Life Paths, like in the Cyberpunk systems.
I submitted a list of question suggestions for this year’s #RPGaDay event. In return I was sent a list of questions for an interview by Autocratik (David F. Chapman), the creator of #RPGaDay. Since the Garou that guards my games library is also called Dave, I thought it could serve as a good stand-in interviewer. Quirky what you think is funny when sleep deprived. Could be worse, I had considered doing the interview in one of several LARP characters 😉
Wildest character name?
I mention a few character names that could count as wild on Day 05: Spat the Spider-Cat-God from Changeling The Dreaming 6 point Companion. The Goatface time travelling Chaos Lord from my old Warhammer Fantasy RPG party of Independent Chaos Champions of course had a Daemon name, as did some of the other PCs. Sadly I forgot their names and cannot find the character sheets from 1995.
I also forgot to talk about some of the crazy character names from Lorien Trust LARP. I even went for something silly for one of my character’s, which was supposed to be a throw-away one, maybe I’ll write/talk about them another time.
Otherwise I have nothing particularly extra to add to what I discuss in my video, I focus on my work at KJC Games. No #PieChartofIndecision but there is an #RPGDeepDive on today’s video.
What gives a game “staying power”?
A system that has a good endurance and encumbrance rules probably help with this 😉 On a more serious note this is a good example about how this event asks questions that open to interpretation. Some in the community are answering this from the perspective of the product, which I think is quite a valid point; whilst the majority seem to be answering it more from the perspective of the group or individual, which is primarily what I interpreted it as, as well.
So as normal I’ve made a big of things that I thought were relevant and made my Pie Chart of Indecision.
I rarely run or play in short campaigns/chronicles. When I do play something I want it to have depth, I don’t want it to be an ocean-sized puddle, which on the surface can look like it has depth there, but when you go into it you just barely get your feet wet. Now this can obviously be achieved in multiple different ways, which is sort of the purpose of this question, from a group/individual perspective I think you can achieve it:
Powers to explore, so when people are planning out their characters, they know sort of roughly where they want to go. I think the crucial answer is when a character has a reason to be invested in an event. For example: when a PC is doing an investigation in particular, why are they investigating?
When I worked at KJC Games, one of the expressions I came up with to explain my approach to the boss: to make the games less about them being a zoo, where players walking around exhibits, such as ‘wonderful’ story writing, or plot hooks, but actually the ability to change things, to do things, to interact with the ‘exhibits’. To make the game more of a sandbox approach.
If a system has not annoyed the group then, my main group tends to not care too much about system, it comes down to the fusion between the players and the game; as Runeslinger puts it “the alchemy of play”.