Showing posts with label Mel Brooks. Show all posts
Showing posts with label Mel Brooks. Show all posts

Thursday, November 4, 2021

Malaise and Movie Directors

Not much posting here the past month or so. I've been busy. My father-in-law lost his 6+ year battle with lung cancer two weeks ago (the doctors had given him 6 months when diagnosed almost 7 years ago, so it's not like it was unexpected). My older son has three separate health issues (orthodontic work being the most expensive, but the others pretty time consuming with hospital stays and doctor visits...thank God for Korean universal national health insurance, and low cost no-fuss supplemental private insurance for what the national system doesn't cover!). I have two academic papers under review at the moment, both submitted mid-October -- so revisions from peer review coming up later in the month most likely. And planning/researching background info for the next paper. Oh, and teaching classes and doing a weekly radio show and general husband/father duties.

Despite all that, I've been tinkering away at both East Marches and my Star Wars d6 game when I've got some time. The newest SW adventure, based on feedback from the end of the previous session, is more or less ready to go. I could run it as it is now, but adding some detailed stats for a few NPCs that could be encountered will save me from having to wing it in the game. But I could easily wing it. Smuggler? Sure, he's got...5D in Space Transports. But having some of that stuff already on paper before the game will make me more consistent. This weekend, though, most likely I won't have time to run it. Or rather, I have some time Sunday afternoon, but my older son will be at his Python coding class all afternoon so he'd miss the game, and he's into his Mando character just like my younger son is into his Jedi character (who did a lot of shopping between sessions, including a new C1 series astromech droid companion/sidekick -- yes, we've been watching Rebels). 

I skipped the previous scheduled session of my West Marches game because of the funeral. I could schedule a make-up session this Saturday night, but I'm not really in the mood. I feel like re-tooling some parts of it, especially the areas where I dropped classic D&D/AD&D modules into it. They've found  or had solid rumors of a few of them (Caves of Chaos, Quasqueton, Xak Tsaroth all explored, The Moathouse partially explored, and rumors of White Plume Mountain & the Steading of the Hill Giant Chief have been heard). I've actually placed a couple other modules that they haven't heard about or found clues to yet, and I had plans for even more even farther out. Now, though, after the long slog in Xak Tsaroth that in the end wasn't super fun for me (although the players seemed to enjoy it a lot), I'm thinking of stripping out these modules they haven't encountered yet. Maybe replace them with similar themed but smaller dungeons of my own. I've found that for West Marches style play, small dungeons of a dozen or fewer rooms work best. But again, not much will to get cranking on modifying that stuff at the moment. Real life has drained me. 

Anyway, enough personal blather. What about the movie directors? 

I've mentioned before that when I was gaming in Tokyo, Steve and Pete dubbed me the Mel Brooks DM (to Steve's Quentin Tarantino and Pete's Terry Gilliam). I think it's an interesting shorthand to let players know what sort of games to expect. NOT that I think RPG play should try to tell stories the way a movie does, just that in my games, expect plenty of humor and tropes stood on their heads. In Steve's games, things could go from conventional to very bloody on the turn of a dime. Pete had lots of whimsy but also a dark undercurrent to his games. 

I've been reading and enjoying Alexis's recent series of posts on how to create a more compelling, deeper campaign world and use that in play to make D&D play more meaningful. Some of the advice he gives matches things I do now. Some match things I used to do but stopped somewhere along the way. Some are things I've never tried. Part of me wants to really up my game (I think my Chanbara campaign burned out quickly because I wasn't doing enough of these things, and it made the game feel cheap to me). 

But another part of me, the part with malaise from all the real life stuff I'm dealing with mentioned above, is just like, fuck it. There's room for deep, epic Oscar contender films, small, personal Oscar contender films, big damn roller coaster blockbusters, scrappy independent films, avant-garde art house films, cheap comedies, and endless remakes and reboots and continuations of old IP in cinema. 

Sure, a game by Alexis is going to be pretty awesome, the way watching a finely made film is deeply satisfying. But you know, I still enjoy the MCU movies despite them being fairly formulaic. I could watch Dazed and Confused or Aliens or Austin Powers for the 100th time and still enjoy it. Nothing wrong with some sometimes campy special effects in a John Carpenter movie. Kevin Smith is working on Clerks 3 and I'm actually looking forward to it despite most of his recent films not being so great. 

I hope Alexis, if he's reading this (and he probably will get around to it eventually), understands what I'm trying to say. I'm not trying to knock what he's been doing. I admire it a lot. And I don't doubt him when he says his method has elevated his games and could elevate mine as well. I want to give something like that a go. But honestly, right now I just don't have the mental energy to commit to that sort of game. I'm doing fine with my Mel Brooks West Marches and my Star Wars game that is a bit more Spielberg to be honest. Maybe after they've run their course, and life has settled down a bit more, I'll be ready to take on a Kurosawa epic of a campaign. I think my players could really dig into it.


Friday, October 18, 2019

The Funhouse and the Tactical Dungeon

I will come out and say it. I'm a fan of funhouse dungeons. Some people just groan. Some people can't suspend their disbelief. Some people feel like it's the DM (or module designer) springing 'gotchas' on them. But I personally love the zany, goofy, and the straight up bizarre in dungeons.

I've been trying to add more of that to the West Marches, especially now that I'm keying zones that are three or four bands of difficulty from the home town. Yes, there are tougher monsters. And there are more monsters per encounter. But the farther you get from town, the crazier I want things to get. It's a fantasy game after all!

I finally figured out what to do with a certain famous dungeon map from an early TSR module. I won't say which since I know a few of the players read this blog. Sorry guys! What I've decided to do is make it a funhouse. But not just any sort of funhouse. Dungeons like Quasqueton have their weirdness, but a lot of mundane as well. The Tomb of Horrors (it'll get placed in the Marches someday, but much farther from town than the areas I'm working on now) is a bunch of puzzles with deadly consequences but pretty much all funhouse style.

What I'm hoping to do is make this dungeon more of a carnival of crazy, a place where the monsters are there to challenge you to strange contests instead of to combat, where "traps" are more like weird fantasy game shows, and where the "special" bizarre encounter is pretty much every room on the map. I am a Mel Brooks DM after all!

The purpose of a funhouse dungeon is, in my estimation, two-fold. One, it lets the DM flex their creative muscles. Not needing to worry about ecology or economy or social tensions frees the DM up to think about what would make the game more fun. Two, it provides a challenge for the PLAYERS, not just for their ability scores, skills, and collected magical spells/items/powers. Sure, players could choose to fight their way through the funhouse, but they're choosing to miss a lot of the cool stuff that way.

I remember many years ago, maybe on the old WotC forums, maybe on Dragonsfoot, people debating funhouse dungeons. There was a consensus among the posters (which makes me think it was more likely WotC forums in the 3E days rather than Dragonsfoot in the early OSR days) that funhouse dungeons, or any sort of encounter that relied on the PLAYER'S creativity or knowledge was bad design. The proponents of immersion in setting and character thought this was the ultimate no-no. How could you say you were role playing if you were solving problems as yourself rather than as your made up persona?

Well, I think they were wrong. There's nothing wrong with letting your personal player knowledge, creativity, and problem solving skills help you out of an encounter in an RPG. If you have a clever or creative idea, and it circumvents an encounter or a die roll, GOOD!

I find it funny that some players* find the idea that I might use my real world knowledge to defeat a Grimtooth style trap without rolling any dice to be "cheating" but will happily use real world knowledge to help them in tactical battle situations. They will happily design a squad of adventurers that execute amazing levels of tactical brilliance against monster combat encounters, even though their characters don't all have a military background -- using their real world knowledge. They may also engage with the rules to such an extent that they are always making "optimal" choices for how to engage the game mechanics -- using their real world knowledge. They make plans to engage in social encounters, manipulate NPCs, and find methods to get what they want through role play -- using their real world knowledge.

Why is it suddenly a bad thing if my crazy idea saves us from having to go toe-to-toe with a gorgon or dragon and likely losing a character or two?

Why is designing a series of encounters where combat should not be the preferred method of resolution a bad thing? It's not "fair" to the players who aren't good at coming up with the sorts of ideas that will get you through the dungeon? Well, is heavy tactical play fair to the player who just isn't good at tactics? Sure, in tactical play everyone gets to roll the dice and fortune plays as big a part as planning. That does even things out. Even with a great tactical plan, you'll fail if the dice screw you over. And thinking of it that way, isn't an outside the box resolution, the kind that is expected for a funhouse dungeon encounter, a superior way to engage with the game? If your tactical expertise is still limited by the chance outcomes of the dice, isn't avoiding the dice through your player smarts the better way to resolve the situation? I think so.

Small squad tactical infiltration dungeons are fun, don't get me wrong. I enjoy that sort of thing, too. But don't dump on the funhouse dungeon. It's challenging different player skills than the tactical assault, but both are challenging the player.




*I was going to say a lot of players, but this was a few people on a message board thread, so I probably should not the vast majority of gamers feel this way, I have only anecdotal evidence that a small but vocal number of gamers felt that way like 10 to 15 years ago.

Wednesday, July 17, 2019

A disputed saving throw

Recently in a PbP game I run (house ruled Classic D&D), this situation happened.

Context:
The player in question is no stranger to older editions of D&D. He's been playing longer than I have (says he started in '79), and he's played most editions of the game although he mostly plays 5E now.

The game is set in my megadungeon.

To speed up PbP gaming, and to get a bit of rivalry/competition like I read about in the old days, each player runs their own party through the dungeon.

I make no bones about it being deadly. Only one person who signed up to play the game has managed not to lose a character, and that's because he quit as soon as he had his first encounter.

The Situation:
The player in question has his party (all still level 1, with 2 hirelings) exploring the ruins above the dungeon. There's a tower in part of the wall that opens up on two different courtyards at different elevations (it's a hilltop castle ruin with a sprawling dungeon beneath it). The party was at the middle level but didn't know that.

The party thief examines the door for traps, listens and hears nothing.

The player then says that his two fighters "barge into the room" and that the NPC hireling "is on their heels." This is even though, as I said, they heard no sounds from inside and had no reason to expect a creature inside. But if there was one, I guess they were hoping to surprise it.

What was really inside was a 3' wide landing (with no railing...it's a 400 year old castle ruin!) and a 20' drop.

My Ruling: 
If this were real life, there would be a good chance that they would not be able to halt their movement and plunge over the side. But I'm usually generous about these kinds of things. The clincher was that the player said the NPC was "on their heels."

If three dudes are charging through a doorway and there's only about 1 or 2 steps they can take inside before they fall, it seems logical to me that the third guy in would crash into the first two who had just managed to stop short. So I gave them all saving throws with a +2 bonus. Seemed fair to me.

The Result:
One Fighter made his save. The other failed. The NPC hireling failed. The PC was uninjured (9hp), but when I rolled 2d6, of course I got a 9! 0 is dead in this game. The NPC had 4hp and I rolled a 6. Also dead!

The Controversy:
Now I'm OK with how I ruled this situation. It's comical and sad that the fates did this. And it's not the first time this player has lost a PC. It's the third time. But he was apparently surprised and a bit upset at how the situation had unfolded.

My Take:
But really, he could have phrased his PCs' entrance to the tower in so many different ways that wouldn't have required the PCs to make saves to avoid falling. If he'd just said "We open the door," then I would have described the landing inside. He was careless in his orders IMO. And since this is Play-by-Post gaming, he had all the time he could want to decide how to phrase his post.

He seems to feel that I was setting up a "gotcha" moment, and not treating his characters as if they had any common sense. Well, I do make a lot of assumptions for the players in this game. I assume that thieves will be checking for traps when time allows. I assume that everyone in the party is trying to be as quiet as possible unless the player says otherwise. I try to assume competence on the part of the PCs. But in this case, I think an assumption of competence doesn't come into the picture.

Or maybe it's just that I'm a "Mel Brooks" sort of DM. He called it a Three Stooges moment. Either way, it's slapstick. And I'm fine with that. I guess he isn't.

He's not too terribly upset, though. He's still in the game, and rolled up a new Dwarf Fighter to replace the Human Fighter he lost.

Wednesday, August 24, 2011

Badges? We don't need no stinking badges!

Someone had to say it.
So, many of you have likely seen the DM Merit Badges over on Stuart's blog Strange Magic.  If you haven't, go take a look.  They're designed to be a visual shorthand to show players how a GM likes to run their games.

I've been told my DMing style is like a Mel Brooks movie, so the picture and quote above are rather appropriate.  But what the heck, here are my DMing badges:

Gonzo, with a map but improvisation is important.  I tinker with the rules rather than by the book, and don't always make every encounter "appropriate."  I make most rolls in the open, and don't fudge them.  PCs can die, and players need to use their brains to keep them alive.  And if the players come up with a good idea, I'll be sure to use it.

Hey, and I get to use my "Mel Brooks" tag again!

Sunday, February 21, 2010

Tarrantino, Brooks, Gilliam

A few years back, when I was in Japan, I was part of the Ebisu Gaming Club. Founding member, in fact. It wasn't as pretentious as it sounds, actually. I came into contact first with "GMSteve" and then "Angryman" on the WotC message boards. They both lived in Tokyo and wanted to game, I was close enough, as was my friend Gene. So the 4 of us would get together once a month on Sundays for 7-8 hour game sessions, mostly of RPGs (and primarily d20 games, as we were into them at the time) but board games or other things too. A few other people would join on occasion, and Gene finally moved back to Canada and a fellow named Tim took his place.

We went through lots of short RPG campaigns. We'd start off with a bang, then fizzle out shortly. d20 Conan ended on the 3rd session when Pete (Angryman) got drunk on mead while DMing and suddenly poison-weaponed Picts were swarming everywhere and TPK. Our Eberron campaign died after one too many too-tough encounters nearly wiped the party of characters we were heavily invested in and didn't want to lose. My d20 Future Aliens/Predator game was meant to be short, and we actually completed it and then moved on to other things. We tried out a "narrative" game Steve was working on, in several incarnations, but it never seemed to go right.

By the end, just before Steve found out he'd have to move back to the States for his company, he was heavily into the Forge's creations but also jonesing to get back to some BX D&D--which finally broke me of the d20 craze and made me realize that BECM was what I really wanted to play.

Anyway, we often discussed just why we had so much fun but couldn't keep at one game/campaign/system long enough to really get into it. One day, Steve offered the following assessment:

Steve's gaming style was Quentin Tarrantino. He liked it cool, edgy, and violent.

Pete's gaming style was Terry Gilliam. He liked it weird and funky.

My gaming style was Mel Brooks. I liked it odd but humorous.

Yes, my Aliens/Predator game was filled with some of the most tense moments in our gaming, but also with the most silly and gut-busting funny ones, too.

I think I've lost that Brooks charm lately. I think I need a bit more "Stupid" in my "Retro."

So anyone else out there got a style similar to a movie director?