Continuing on with my video summary of #RPGaDay2019 tweets, prompts 9 to 16. Previous prompts 1 to 8
Continuing on with my video summary of #RPGaDay2019 tweets, prompts 9 to 16. Previous prompts 1 to 8
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 😉
At the time of writing there are just 12 hours to go till the Sigmata Kickstarter ends. It has reached an impressive level of backing, having now gone over $35,000. The stretch goals include several different settings for the game, a soundtrack and now a companion book, has been unlocked.
Whilst initially I had planned on doing an interview with Chad about his game and inspirations, he has provided lots of great answers in several interviews, well as a Reddit AMA. There are quite some diverse Q&A and I’d recommend checking them out.
Instead of more questions I decided that the focus of this blog would be about politics and choice in regards to RPGs. Part of my reasoning is that I’d read several comments querying the focus of the game, a few debates about political terms, ethics, history, plus even an accusation of cartoon evil. Given the nature of Sigmata’s focus: “ethical insurgency against a fascist regime”, it is no wonder that trying to condense such important debates in to a summary of a game, one that also needs to serve as a sales pitch, is difficult. I can appreciate why different people are focusing on particular points, and why given the serious nature of politics someone would have the audacity to gamify the subject.
Whilst I have spent many hours reading and writing about RPG theory, I appreciate that not every player has, nor wants to, as well as why some players think it is all irrelevant nonsense. Sigmata is being designed with mechanics to emphasis the game goals, which is great, but it is worth remembering that players that dismiss RPG theory do have a point, that players can still play however they want, with whatever emphasis they want. This is especially true for a group of friends who regularly play together. After all role-playing is very much what we make it, and my summary regarding this topic is:
Systems matter, I think players & implementation matter more.
I previously had a brief chat with Chad about how in any game players will play how they want, it is of course something he is well aware of. Much like with his Cryptomancer game, Chad is providing players with mechanics and a setting to help explore things in the best way possible: a game. The importance of play is something that gained a lot of credibility in science, whilst this was obvious to so many, unsurprisingly other people dismiss play as childish and an actually waste of time. Also the idea that adults cannot explore ideas to keep learning, or that play has no value, is strange to me; at least it seems that general consensus on play has shifted. So I am all for Chad’s approach to RPGs and gamification.
One thing that has stood out to me is Chad presenting a few game examples with different ways to handle things. Additionally Chad’s Cryptomancer game similarly had choice, but with an emphasis on caution/care, since considering repercussions in a game inspired by cybersecurity was paramount in helping players to think about real life security. I bring this up in regards to RPG choice, since although many role-players are all about choice, other players prefer to play the same narrowly focused violent style games, so it should be no surprise that some people have focused on the violent aspects of Sigmata’s game. Like most games I’ve played with many groups, all with varying degrees of focus, resulting in a plethora of differences, I am all for players playing how they want, as I wrote about in Your RPG is Yours, Not Mine. If you want to play in a game world with a cartoon evil government and hyper violent PCs then go right ahead, plus who knows where it could lead.
Another area of concern for some is Sigmata’s examples of player character factions. If this is an issue for you then feel free to change things, maybe take the the middle ground and make strange bedfellows more of an exception in your games. I appreciate that different words generate strong rationale and/or emotions in each of us. In a highly polarised world it can be easy to forget, or not even appreciate, that most people are not as different or divided as some say we are. I don’t wish to come across as naive, note I wrote ‘some’, I do appreciate that some people are invested in, and profit from, dividing people. Nor that it is just a matter of education, genuine psychopaths exist, people can develop mental disorders, temporary stress is usually a factor in peoples’ responses, etc. Back to role-playing, party conflict can be a great source for storytelling, think of the list of examples as a powerful source of inspiration and conflict.
If someone reads Sigmata’s overview and is worried about players arguing then I recommend they discuss ideas with their group before playing; I find problems can be minimised, or even avoided. For groups that don’t normally have a session 0, or email list to discuss things, then I’d recommend doing so in regards to Sigmata if only due to the divisive subject matter, particularly in comparison the vast majority of other RPGs.
I think Sigmata promises to offer something to all gamers, but particularly to anyone that has an interest in history, military tactics, psychology, or similar subjects. I recommend backing this game and giving it a try, if only to expand your RPG mental tool kit/belt.
Continuing on from my previous post about the Gingerbread competition.
I successfully sent my entry for Gingerbread’s ‘One in Four’ before the deadline, which involves Trapeze Books (part of Orion) and The Pool UK. I received a confirmation email a few minutes later so thankfully my paranoia was somewhat alleviated, not entirely of course. Whilst the book is not complete, I’ll take finishing the competition portion as completing something 😉
In 2016 I entered the Richard and Judy book competition. Whilst I managed to hit the deadline, I also disliked writing it. The story was about a family recovering from losing a child in a school shooting, and I simply didn’t enjoy writing it; no surprise given the subject matter. Part of the reason was that I was still massively struggling with my health then. This Gingerbread story is different, after struggling to get going and keep momentum I started to enjoy things. Also, considering how much effort I’ve put in it would be silly to put it on hold. So the plan is to split my writing between my fantasy social services setting, non-fiction work on my role-playing guide, plus continuing this Gingerbread ‘One in Four’ tale.
A shout-out to my editor-extraordinaire Damian who also said the story so far was good. His feedback gave me a lot of confidence as I was going through my final tweaks and proofreading. Damian has helped me many times over the years, from helping me edit my rulebooks when I worked at KJC Games as well as several fiction writing projects; his eye for detail is impressively high.
I plan to resume posts about my Gollancz Festival 2017 experience next.
Further to what I wrote previously about the scale of any game that includes something as vast as D&D’s Planescape, L5R’s spirit realms, or World of Darkness’s three Umbras, etc., I appreciated I was giving myself a ludicrous amount of work. Powerful characters tend to have a lot of lore and cultural understanding that would be a key factor in any character choices, and typically large networks of others to manage. This applies to all sorts of high-end campaigns:
In 1995 I ran a Warhammer Chaos Champions RPG, with the goal of one of the party becoming Daemon Princes. Despite how much we all enjoyed it, two of the players left the area and the game was put on hold. Cue reminiscing about one of those cool campaigns that got away…
Whilst this chronicle is very much set in the World of Darkness, games like D&D’s Planescape, L5R and GURPS have been great aids in working out ideas. All part of my RPG mental-toolbelt belief.
Since an ancient spirit would have vast knowledge of many subjects and treaties with many other spirits, I decided to go with the easy solution of starting the game with the birth of the spirit. This way the player and I will develop a better understanding of the character’s development, and as I’ve written about before PBM is particularly good at handling Time. The time between turns allows for all sorts of details to be pondered, worked out, and dramatic character development.
I made a big list of story/chronicle ideas for Richie to choose from. The idea being that by playing a unique spirit, the spirit’s nature and goals can be designed to cater to the type of game he wants to play. The following is part of the list I sent to him:
After a lot of discussion we worked out another spirit idea, which will be revealed in a later blog. Once this was done we were able to determine the chronicle’s focus. I also mentioned that once the game is established I will consider adding new players to the game, partly depending on health, partly workload, and also whether I program some of the game aspects to make it easier to run something even bigger.
There had been a good few minutes spent discussing the <Insert TODO Incarna>. I love this idea, and I’ve added it to my vast list of comedy RP ideas to develop; I’ve made a few already for my forever in development role-playing guide, since it previously read like a monotone academic volume.
Next time I will introduce the prelude.
If you are not familiar with #RPGaDay, then please read this page first. For the 23rd day of #RPGaDay the question is:
Which RPG has the most jaw-dropping layout?
My tweeted answer is: #RPGaDay 23, #RPG, #GURPS
I was blown away when I was 11 and I first saw AD&D 1st Edition; it seemed even more impressive than the D&D boxsets. I had the same reaction a short time later when I looked through the Manual of the Planes 1st Ed. The pictures and text layout emphasised the goal of the book, an encyclopaedia of places and metaphysics to explore. For my formative years I have had similar reactions with the majority of RPGs I looked at: Cyberpunk, Warhammer, Vampire, Palladium, etc. I guess typically for my age, even a game with poor layout didn’t particularly bother me; I’d mine it for what I liked regardless.
This changed in the 90s when I finally took a lot at GURPS. I found the books to be jaw dropping, the sheer amount of information crammed in to them. Even the content pages are detailed and long. The layout style in GURPS is further enhanced by its usage of sidebars to layer even more information. I know from chatting with a few other people that the layout of GURPS added to their apprehension with the game, they felt the book was assaulting them with information. I appreciate their point, but for me it’s almost like having a book within a book.
After I’d seen GURPS I did keep coming across works that impressed me, but I didn’t have the jaw dropping reaction. Even with games I adore: L5R, Changeling: The Dreaming or Aberrant.
As I gained professional experience with layouts, I was required to learn more about the power of layout. When I made the Quest: GM Edition rulebook, it was all about providing information without swamping the reader; I still have mixed opinions on that work, but at least I worked hard on it. Whilst, when my old boss converted the Beyond the Stellar Empire game to Phoenix, he settled on a layout similar to GURPS approach for the rules, which suited the nature of that in-depth game. We discussed different layouts for hours, as well as examining other peoples’ work, fun times.
These days I genuinely appreciate the craft of layout, and the time sink it can involve. I think I’ve finally figured out the layout for my massive role-playing guide, which for years I kept altering. I felt that most of the previous designs, gave the work the presentation like that of a waffling textbook. I feel I still need to learn a lot more, especially given how impressive RPGs can be these days.
There have been many great examples posted for today’s question. In particular Runeslinger’s answer introduced me to a very impressively designed book.
This video gives a good overview on the power of layout:
If you are not familiar with #RPGaDay, then please read this page first. For the 8th day of #RPGaDay the question is:
What is a good RPG to play for sessions of 2hrs or less?
My answer is: #RPGaDay 8 #RPG, any game can work, don’t feel restricted by setting or system. Use the opportunity
I am not trying to dismiss the question with my answer. The question is certainly a good one, since not every role-player is a veteran; also, not every veteran has the same opinion or experiences. From my experience, and from chatting with others, any game can definitely be run in a way that makes it great for a 2 hour or less session, even games renowned for having system mechanics that are quite time consuming.
I believe that whatever the duration of a gaming session, all the normal considerations for running and playing an RPG apply. When determining how time affects a gaming session, I have presented three key considerations with responses:
I have known gamers play rules lite games and spend a lot of time processing things, whilst other gamers quickly process more complex systems. There all sorts of ways to help a group learn a complex system, and play it easier. Whilst systems certainly matter, how they are implemented matters more.
I’ve known role-players that like to embrace the ritual of dice rolling, making the process longer. As well as groups were all the participants excitedly discuss possibilities before the roll, cheer/boo the results, and delight in chatting about the new implications.
I don’t believe that a role-player needs to be very experienced to be able to quickly make decisions, or stay focused on a game. Whilst I appreciate gamer experience helps, as will familiarity with other participants’ gaming styles, I am highlighting that I’ve met a few novices who have grasped proceedings quickly.
Role-playing and flow-state is something I have been thinking about for a while, but I’ll go in to depth with this another time. This is a subject I have been researching for my role-playing guide for years.
The dreaded RP issue of a game being plagued by people talking about random things. Whether it’s the usually referencing of films/TV, debates about rules/powers, etc. This is not necessarily a bad thing, after all having fun is surely the main goal of a game, but for most players I assume they also want to play the game. I’ve had many different groups, and groups that have changed its requirements over time, and I’ve even had ‘hardcore role-players’ want to mostly socialise on odd occasions. Ideally discuss ideas before a short session (see below); one never knows if players fancy a change, maybe just this once.
Interestingly, having a deadline can greatly help with regards to keeping the game focused. By discussing with my group that there was a time issue for that particular session, we were able to decide on plans, and then get promptly started. It’s not always fully worked, but having a deadline was still a positive aspect.
A possibility is for the GM to design encounters that are almost guaranteed to be a lot of dialog. Keep mechanics to a minimum, especially if mechanics are normally a bit of time drain in your group, but not if that is what the players typically love. Part of the skill of GMing is to avoid be railroaded by your own ideas, you can always use what had been planned another time; any encounter can be tweaked and even used in a radically different way, so don’t worry about having wasted any preparation time.
Even if the session is in the midst of a campaign, then maybe for this particular short session there all sorts of possibilities:
As there are plenty of posts by other role-players giving system recommendations, I went with my gut reaction to this question. I believe this question raises a deeper issue regarding how gaming styles, session plans, and system mechanics combine to influence what is considered ‘good’. I hope that by highlighting the above I have been helpful to a few people.
I’ve not called any system out, as per my blog mission statement and the guidelines for the RPGaDay event about keeping to positive answers:
Chatting with role-players online and researching is something I quite enjoy, although like most people I do worry about the time sink factor. Yet despite that I’ve decided to take part in #RPGaDay, which was started four years ago by Dave Chapman:
A few years ago I felt there was a negative undercurrent in our hobby. Sorry to say that, but I felt it was there, and inspired by one of those “aDay” things for bibliophiles I thought that I could try to get the world talking about tabletop RPGs in a positive and encouraging way.
Besides the fact it is something I find really interesting, I debated with myself about the time factor. I have so much going on currently, plus my health/energy management to consider, but I finally convinced myself using the following key arguments:
Since leaving KJC Games I have too many unfinished projects. Of course I have run a lot of other peoples’ games, but until recently not my own. I imagine a few friends will remind me of previous conversations: “Finish your RPG Guide, and stop procrastinating by doing another decade’s worth of research.” Although I’ve not double checked with them, I think they will be happy that I am using this month as extra motivation. I believe it will provide me many chances to re-examine ideas from a fresh perspective; due to lots of editing I am somewhat sick of reading my own stuff.
The following is the list of questions for this year:
My answer to the question for day 1: What published RPG would you like to be playing right now?
Anyone who has read my recent blog posts on Cryptomancer won’t be too surprised by my answer involving that lovely game. Although I’ve not blogged about Legend of the 5 Rings (L5R) yet, it is one of my favourite RPGs; I’m one of those people that has 10 favourite RPGS, 10 favourite bands, etc. I’ve been running the same L5R campaign since the game came out, so my group and I have a lot invested in the game; one player has the same character he started back in 1997. As my campaign has ‘featured’ the Shadow a lot, and secret organisations, I think Cryptomancy would fit right in; I’ll expand on this idea another time.
I nearly choose Tales From The Loop, as I am quite intrigued by that. I love the book Roadside Picnic, the Stalker computer games, and of course Stranger Things. A friend backed the Kickstarter, and loves the finished product. There are so many other games I’d like to be playing: Numenera, FATE, WoD, Aberrant, plus many more to get in to; we are living in an RPG rich age.
Although I have written a lot about this today, I am not planning on writing so much for each of my answers. I likely will, but this will be another chance to practice: if I had more time I’d have written less.
If you are interested in #RPGaDay, and you’d like to know more, then check out Dave Chapman. Also of note is Brigade Con, as Dave mentions on his page, they have been helping to run #RPGaDay, also check out Casting Shadows blog. There is also a webpage https://rpgaday.com/ providing a feed of the numerous tweets.
Recently I’ve managed to make a blog post weekly, but this week I’m a few days behind. I have done some RPG design work, but as I wrote about an idea I realised I needed to be explain something else first. The next part of my series Role-Playing Game Types is a summary of things that I wrote years ago for my role-playing guide, but those ideas were about 200 pages in, which is why writing a synopsis has proven so time consuming for me.
On Monday I had the urge to rush something out; the thought kept stressing me out. Even though I had written things, I wasn’t going to complete anything in time, and I was trying to stick to a deadline about posting at least once a week. Sadly the stress caused a severe pain spike to my normal pain levels, meaning more breaks were needed. As I mentioned in Healthy Pacing for Deadlines, personal goal setting can only work if the person is realistic about the pace they can set for their work, which also has to take into account health considerations. Estimating how much that is, is a daily struggle, as my health can still fluctuate a lot each day.
Whilst my improved workload is not a return to the vast amount of work I used to do, like a lot of 80 to 90 hour weeks I did whilst at KJC Games, at least things are a bit better than they were a few months ago. I think I am getting better at the daily appraisal in regards to determining how much work I can do before further aggravating my body. The Spoon Theory is a good way of explaining energy management, it mostly applies to my situation, but explaining what my thoughts on this is a blog post all to itself; yep another one for my TODO list.
Thankfully one strategy that improves my odds of reducing problems is to lie down whilst dictating. Sadly this method only really works for my fiction writing, or when discussing a design idea out loud with myself, since I don’t need to keep looking at a screen. If I had the money, maybe I could setup a screen on a very adjustable stand, or go an outrageously expensive adjustable setup.
I am also doing a lot more around the home, as well as looking after my dad whose health recently has rapidly declined, all of which takes time and energy. Each activity is a chance for me to do a bit too much, and as per The Spoon Theory to run out of energy (spoons). I believe the fact I am doing what I’d previously consider to be pathetic levels of physical activity is the area that I have been badly estimating, but I am thankful that I am doing more in general.
I have blogged about The Bestseller Experiment before Writing Curious/Crazy Experiment; I am still thoroughly enjoying the show and will blog more about it soon. Word count is a subject that has been discussed a lot, and the many outstanding authors being interviewed have given great advice about this subject, which so many writers obsess over. So, even though I know about the arbitrary nature of tracking my word count, I still fall victim to it. I really appreciate Ben Aaronovitch’s advice, which is roughly that quality words are what matter.
Although it’s been a year since I wrote my mission statement for the blog, I haven’t changed my opinions for blogging, and what I am slowly building towards. Life still comes down to carefully allocating priorities. Although I’m not in a position to return to professional game design and writing yet, I am striving towards that goal even if my work rate is currently terrible.
This post about RPG and Play by Mail Games (PBM) continues on from the previous article RPG Power of PBM: Time.
When discussing PBM RPG, occasionally someone will be concerned that there is a lack of social interaction in such a game type. They envision a lone player reading something like a Choose Your Own Adventure or Fighting Fantasy book. Even before the explosion in email access or the World Wide Web took off, PBM games were very social. Granted some players were playing smaller games with none of their local friends involved, so they had to wait for a letter to arrive by post from other players. Whilst phoning someone was possible, back then the cost was off putting, particularly an issue for younger players; the further back in time we go the more likely players did not have easy telephone access. For the vast majority of people these days, these are no longer concerns, if you have access to email or the web you are able to be involved in any number of games.
It’s understandable that some players of tabletop games, and in particular LARP, would assume that socialising is an issue in a PBM game. Consider how many people refer to the online world as not being real, there is just something disconnecting about a lack of physical presence. This lack of face-to-face interaction, however, does not prevent a PBM player from developing strong social ties. Besides curiosity, many games promote alliances, and given the strategising power of PBM, contacting other players is normal in all the various games I’ve played. Obviously other players are going to form alliances, and information gathering is vital.
Like with Massively Multiplayer Online (MMO) RPGs, meeting somebody in game randomly could lead to long-time close friendships. Many people will be familiar with online players deciding to meet up, going to large group events, and some players forming close relationships or marriage. This level of friendship has been happening with some PBM players for decades.
Direct social interacting, face-to-face, whether physically or virtually, is not something everyone wants to do. There could be any one of a number of reasons, such as: chronic illness/injury (whether minor or full bedbound), social anxiety, autism, and returning to the previous article’s point: a lack of time. Please don’t think of PBM games as being only suited for people with health issues, non-neurotypicals, or any type of disability, this list just highlights another benefit of this game type.
Another interesting aspect of PBM is that of identity, how we present ourselves and how others perceive us; of course sadly some people find any discussion of identity as an excuse to attack others, particularly minorities. For many of the diverse PBM games a player might choose to hide their identity, present themselves how they want, which some people feel is their best course of action even nowadays. This is another advantage that PBM games can offer.
During a tabletop game, and even more so with LARP, the emotional intensity and sense of connection can be quite intense. It may seem that PBM will lack this level, but just like with any other role-playing games, whether playing with others, or reading a turn result by themselves, players can still achieve emotional highs from succeeding or failing. Given the strategy aspect I previously emphasised, having a long-time ambitious plan succeed certainly provides an emotional high. Other players also tend to be interested in what is going on in the game, so for those that want to there are still plenty of chances to socialise with others, as well telling friends and family about your latest game exploits.
The raise of the modern Massively multiplayer online (MMO) owes it roots to tabletop RPG, Multi-User Dungeon (MUD), and PBM. Within these games large number of players come together to form alliances, either to compete with other players, or the game world. Organising things with other players is a big part of the MMO genre: fleet co-ordination in EVE Online, dungeon raids in World of Warcraft, etc. The same applies to other competitive games: FPS, RTS MOBA, etc., it is normal for players to organise themselves into teams/clans.
As mentioned above, players were forming alliances in PBM games decades ago, and some professional games were quite popular leading to massive groups. Playing a bigger PBM means more players to interact with, and this scaling of game size translates to more people to keep up to date with, as well as game positions to track. The end result being a player could choose to spend a lot of time communicating with other players, and this certainly addresses the query of socialising with a PBM. For some players they can be communicating with many players a day, all year, a level of socialising tabletop or LARP rarely achieve.
My first PBM game was Quest by KJC Games, which I eventually ended up running and redesigning as a moderated RPG. As a kid I had seen PBM adverts in the old White Dwarf magazine (Games Workshop), but the money I earned from my paper round went on RPG books and wargame models. Whilst at college I met some other gamers, and via these people I eventually gave Quest a go, which also led to me trying other games like the massively success game It’s A Crime. Their Quest alliance consisted of only people they were close friends, but also to keep in game information secure.
Information security and trading is a major part of socialising and fun with most PBMs.
Before a tabletop gaming session they often discussed their PBM plans and this co-ordination eventually resulted in devastating attacks on their enemies. When Magic the Gathering came along, the group would often bounce PBM ideas around whilst playing cards; fun times. I appreciate I was lucky with regards to joining such an organised group of players. Out of the many groups that I played with, this PBM & TTRPG social group (plus a bit of wargaming) was a big help in regards to developing ideas and eventually getting a job at KJC Games. Working at my local games shop Tower Models also helped.
In a future article I’ll tackle a question I have been asked many times: “But how do you actually role-play during a PBM?” Due to the sheer diverse types of PBM games I view this as a complex question, although the easy answer is: make a character, play it 😉