Showing posts with label Stormbringer. Show all posts
Showing posts with label Stormbringer. Show all posts
Saturday, March 29, 2014
Comparing two game sessions and the prep - Savage Worlds & Stormbringer
I've been thinking and writing a bit about my recent online game. One thing I was not really satisfied with that game was the flow and pacing, but it highlighted different ways to handle game prep. I thought it might be interesting to compare that game to a Savage Worlds/Agents of Oblivion I ran last year. That game was not online using Hangouts, so the issues I had with that format did not apply, of course. But, I realize that there are other interesting differences.
For those who are interested in how prep notes for a SW/AoO game can look like, check these notes. It's worth nothing that my Agents of Oblivion had a healthy dose of Cthulhu to it, and less James Bond.
Worthy about these notes is that I've listed the names of people, but very little about what they know or what they will do. I improvised that part as we played. Also, I had a vague plan that was basically using the look and feel of a small mining village like the one in the movie October Sky and the dramatic feel of a X-Files episode. Basically, I knew the place and the people, but except that the only thing clear was that the Fungi would mind wipe the characters. Then I just made sure weird shit happened.
I can tell you that they investigated the shit out of that place! They basically took Jackson's place apart and sawed out a bit of the floor with some odd scratches/markings which might have been a Mi-go claw mark! After a fight with the MIBs they totally freaked out when they turned to piles of sand! Some pretty cool roleplaying happened when the sheriff showed up and they had to fast talk her and cover up the weird shit. To say nothing of their trip down to the mines...
In my Stormbringer game on the other hand, I had figured out how they would be forced into the situation, how they would encounter some people who could show them the way and a clear end to their travels, and a final scene where they could do two things. Those was dependent on them either being convinced of the need to repair the world machine or to destroy it. While a con game has to be slightly linear, I can now see some additional problems with it.
While the Savage Worlds game was all centred on the mining village of Torchwood, the players could talk to anybody and go wherever they liked. Also, they could do it in any order. The other game was built on a trip by caravan, where things would unfold. Sure I had the feel and attitude nailed down as well. I wanted the freaky aspect and unreal quality of dream to play up. Moorcock usually introduce the outre into the mundane and I wanted that feel. Less fun with the travel, though. I'm more convinced than ever that trips in roleplaying games should be narrated in a sentence or be the whole point.
Trying to make travel be just part of a scenario never seem to work for me. This makes me think of the Call of Cthulhu scenario Blood on the Tracks from the excellent scenario collection Out of the Vault by Pagan Publishing. Running that worked excellent and it was all travel. In comparison I don't think I've really did any low technology fantasy wilderness adventure that worked well. Know what you're good at, and play to your strengths...
Tuesday, March 25, 2014
Impressions from running Stormbringer
Last weekend I ran a game of Stormbringer. It was a long time since I last did, and now I used the 5th ed. which have some changes from the 4th ed. I used to run. I thought I should note down some of my impressions.
As some of you know, the 5th ed. is very similar to the Magic World game Chaosium is selling now, since they no longer have the Eternal Champion licence. Most of what I write here is probably applicable to Magic World as well. Stormbringer often struck me as a great base for a generic fantasy game, and Magic World looks to be just that great game. One day I'll have to get hold of a copy.
The second thing I noticed was how many fiddly bits there are when you look beyond that basic concepts! Some of them have changed in different editions, and I'm not too keen an all of them.
In 4th ed. Stormbringer you had separate ratings in attack skill and parry skill with a weapon. I kind of liked that, and the idea of a "finesse" fighter focusing a parrying and feinting before lunging for attack. They kind of open the option for you in the book to add your experience either in attack or parry. Another thing I like about the Parry/Dodge rule is that they are actions you can do over and over again. It makes for a more fluid combat and being able to dodge all attacks (if you have a really massive Dodge skill!) is probably good considering how easy it is to be eliminated.
I kind of like the idea of introducing some randomness in spellcasting, but running Stormbringer I'll do it by the book. If nothing else, call it a concession to the potential players coming from D&D. If you'd like more randomness and making spells less common, make each spell a skill. That way you'll get some drain of build points, and randomness.
I usually say that alignment causes brain damage, as I've seen smart and intelligent people reduced to 12 year olds by it. Everyone remember how you ran your first game, misunderstanding most of it and clinging on for dear life to those rules that give some kind of focus and you think you can use to beat the game into shape with. It's quite natural, but then you grow older and relax. Sadly alignment brings that back out and people who are usually sure of them self and have both wife and a job are reduced to whimpering 12 year old kids who can't make a moral choice of their own. Luckily, allegience is not prescriptive.
As some of you know, the 5th ed. is very similar to the Magic World game Chaosium is selling now, since they no longer have the Eternal Champion licence. Most of what I write here is probably applicable to Magic World as well. Stormbringer often struck me as a great base for a generic fantasy game, and Magic World looks to be just that great game. One day I'll have to get hold of a copy.
System
The first thing about running this game is how to approach any BRP game. Everything is a percentile roll, either against a skill or against a multiplied stat. Anyone can do whatever they like, and as a GM you either make up a percentile chance of success or picks a skill/stat. Anyone understands "You have 65% to success, roll the dice". It's newbie friendly.The second thing I noticed was how many fiddly bits there are when you look beyond that basic concepts! Some of them have changed in different editions, and I'm not too keen an all of them.
Stats
I understand why you might roll 2d6+6 for stats, since it makes the characters more heroic. But, I think those really oddball stats that can happen in a straight 3d6 bell curve are usually my main hook for roleplaying, so I'd keep the 3d6 method. If you like your game more heroic, what you want to keep an eye on are probably hit points. This game system is really deadly! I suggest calculating HP as CON+SIZ if you want your game more heroic, instead of the 2d6+6 stats.Combat rules
First off. This is a deadly game! With the major wound rules, you can't just add up hits and keep pushing on. Even smaller wounds will hurt as they pile up enough. I liked the idea of your character falling over after a certain amount of rounds after taking a major wound. I am less certain about the adding up of lesser wounds. Why do you have to make a POW x 4 roll to stay conscious when they add up? I prefer the Call of Cthulhu way of rolling CON x 5 not to keel over. I'll probably do that running the game again.In 4th ed. Stormbringer you had separate ratings in attack skill and parry skill with a weapon. I kind of liked that, and the idea of a "finesse" fighter focusing a parrying and feinting before lunging for attack. They kind of open the option for you in the book to add your experience either in attack or parry. Another thing I like about the Parry/Dodge rule is that they are actions you can do over and over again. It makes for a more fluid combat and being able to dodge all attacks (if you have a really massive Dodge skill!) is probably good considering how easy it is to be eliminated.
Magic
In the game I ran we didn't have any summonings. Earlier editions of the game only had magic based on demons and elementals. Editions after the 4th added some other variants, and those round out the system to cover more kinds of magic. Apparently it's supposed to better model the Elric stories as well. Frankly, I only remember the summonings, but it makes for a better game engine to include more options. Friends of D&D will even feel at home with the basic spell system, since as long as you pay you magic points the spell will go off and there's no roll involved.I kind of like the idea of introducing some randomness in spellcasting, but running Stormbringer I'll do it by the book. If nothing else, call it a concession to the potential players coming from D&D. If you'd like more randomness and making spells less common, make each spell a skill. That way you'll get some drain of build points, and randomness.
Allegience
This something that was added to the rules after 4th ed. I was never really happy with the former "Elan" system, but was unsure of tracking points for Chaos/Law/Balance as well. Now in the 5th ed. they start to mean something, as you can "cash in" those points for extra skill points, hit points or magic points. It can be used to give some flavour to the game, involving the players a bit in the cosmic battles.I usually say that alignment causes brain damage, as I've seen smart and intelligent people reduced to 12 year olds by it. Everyone remember how you ran your first game, misunderstanding most of it and clinging on for dear life to those rules that give some kind of focus and you think you can use to beat the game into shape with. It's quite natural, but then you grow older and relax. Sadly alignment brings that back out and people who are usually sure of them self and have both wife and a job are reduced to whimpering 12 year old kids who can't make a moral choice of their own. Luckily, allegience is not prescriptive.
Summary
All in all, this is a neat game. It has some simple mechanics you can teach in a few minutes, and most importantly you grasp the concept of a percentile chance of succeeding and can improvise and make shit up in your first game as a GM. You have Professions that mould the characters a bit, but at the same time is less limiting than a class based system. Magic is expressive and if you involve demons it's wild, crazy and dangerous! Taken a a general fantasy system I like Stormbringer a lot, in the shape of Magic World it would suite me like a glove. As a game of "Moorcockian" fantasy it's excellent. I had forgotten how much I like BRP and will soon bring it to the table again.Thursday, March 20, 2014
How to run a con game, some notes for myself
Last Saturday I ran a online Stormbringer game for an online game con. It was in the middle of the nineties the last time I did something like that, so I was a bit rusty.
Running a game online has its own problems, and running a con game is also its own beast. I knew, in theory, how to do it. This is as much a reminder to myself for the next time as well as some advice for the potential reader.
Base the scenario on scenes
Have a clear idea of the location, and the concrete opposition in that situation. It will help you pace the game, and you know how much the game have progressed in time and in the plot.
Make the end goal simple to grasp
Don't make it too fancy, or subtle. In a long campaign you have all the time in the world to establish the metaphysics of the world or the power players in your setting. In a con game you can't let the players game their way to a stance on the global problems. There just isn't time.
The player characters have to be distinct
Make sure the characters have something they are good at, and some things they don't like. It's probably a good idea to make sure there are NPCs that push their buttons, as well as some of the other characters.
What I did
Sadly I didn't heed all that advice. I did a fairly involved setting, with subtle power play. I also included references to other media, which some of the players clearly had no experience of. But, my biggest fault was I did not break it into scenes. I just started it and knew where it was headed, planning on shepherding it along as we played. Naturally, it made it less focused than it should be, and rushed when I looked at my watch and how far we had proceeded.
But, some of my players got to shine, do weird things and kill every human being on that plane of the Multiverse. That's worth something.
Running a game online has its own problems, and running a con game is also its own beast. I knew, in theory, how to do it. This is as much a reminder to myself for the next time as well as some advice for the potential reader.
Base the scenario on scenes
Have a clear idea of the location, and the concrete opposition in that situation. It will help you pace the game, and you know how much the game have progressed in time and in the plot.
Make the end goal simple to grasp
Don't make it too fancy, or subtle. In a long campaign you have all the time in the world to establish the metaphysics of the world or the power players in your setting. In a con game you can't let the players game their way to a stance on the global problems. There just isn't time.
The player characters have to be distinct
Make sure the characters have something they are good at, and some things they don't like. It's probably a good idea to make sure there are NPCs that push their buttons, as well as some of the other characters.
What I did
Sadly I didn't heed all that advice. I did a fairly involved setting, with subtle power play. I also included references to other media, which some of the players clearly had no experience of. But, my biggest fault was I did not break it into scenes. I just started it and knew where it was headed, planning on shepherding it along as we played. Naturally, it made it less focused than it should be, and rushed when I looked at my watch and how far we had proceeded.
But, some of my players got to shine, do weird things and kill every human being on that plane of the Multiverse. That's worth something.
Monday, January 13, 2014
Long weapons with reach for older editions
I just revisited my old favourite Stormbringer, and found that in that game there's a neat mechanic for how to handle reach and speed of longer weapons. As you probably already know, there are rules for weapon speed in AD&D, but they are fiddly. This is how I'd adopt the Stormbringer rules for D&D.
These rules are hereby designated as Open Game Content via the Open Game Licence.
To Engage an enemy you roll 1d20 below your DEX, forfeiting an attack to do so. After that you will have Engaged your enemy, and that figure loose the advantage of having a Long weapon, and must Disengage to regain that advantage. Disengaging uses the same procedure.
Optional: If you fail your roll to Engage/Disengage, the opposing figure get one free attack at your figure.
Long time readers of this blog might remember that I wrote about this rule once before. That rule used the initiative roll in stead of a DEX check. It would be fun to try both out and see how they feel in comparison.
These rules are hereby designated as Open Game Content via the Open Game Licence.
Long weapons and Reach
Weapons are rated as Long or Short. If you have a Long weapon, and are not Engaged, you will have the advantage and may attack once before any enemy with the same initiative count.To Engage an enemy you roll 1d20 below your DEX, forfeiting an attack to do so. After that you will have Engaged your enemy, and that figure loose the advantage of having a Long weapon, and must Disengage to regain that advantage. Disengaging uses the same procedure.
Optional: If you fail your roll to Engage/Disengage, the opposing figure get one free attack at your figure.
Group initiative
Roll initiative as usual and use the rules as written, except that before the first action are taken by the side winning, all figures equipped with a Long weapon get one strike each. These attacks are resolved in DEX order, and then the initiative proceeds as usual. No figure may attack more than once per turn in this way, unless explicitly allowed by other rules for multiple attacks.Individual initiative
Roll initiative as usual. When resolving actions, first make one pass through the count down for all figures equipped with a Long weapon. Each may may one attack, in DEX order. Then go through the count of actions once more for those who have yet not taken an action. No figure may attack more than once per turn in this way, unless explicitly allowed by other rules for multiple attacks.Long time readers of this blog might remember that I wrote about this rule once before. That rule used the initiative roll in stead of a DEX check. It would be fun to try both out and see how they feel in comparison.
Sunday, October 9, 2011
Some musings on skills
I was listening to the Roll for Initiative Podcast, and they were talking about non-weapons proficiencies and "skills" and it dawned on me when skills work and when they don't.
In BRP you have skills, lots of them. You also have stats, and sometimes you roll against those. Usually those are the Luck, Know and Idea rolls which are stat x 5 for a percentage. More often than not, those are only used when there are no special skill, or for specific procedures or mechanics detailed in the rules. The specific skills are mostly based on the development points you put in there, even if high stats might give you a slight bonus in some incarnations of the system, like my beloved Stormbringer.
In Warhammer (1st and 2nd ed. at least) you mostly roll against your stats (weapon skill is a stat, I'm just saying...) and the skills you have just gives you a bonus to a stat check. They are mostly feats or talents to diversify your class. You either have a skill or you don't, so you don't develop them with points.
In 1st ed. AD&D (and 2nd ed.) the proficiencies are legion, and they are bascially skills for lot of different special knowledges. To use them, you basically roll a stat check, with a bonus.
In the Nalfeshnee edition (Type IV you know?), you have a very short list of skills. They are based on development points, but bonus from stats play a significant part. You roll the same die as when you, say, make a save.
Do you see some patterns?
This is how I rate those system on a subjective enjoyment level.
1. BRP skills are fun, worth my time and they make the game interesting
2. WH skills are nice for colour, but I depend on my WS and my I.
3. Why not just roll a stat check?
4. "I need to solve this problem? Gee, I wonder what I will choose? I seem to have one skill for stealthy stuff so I roll that I guess. Was it just like a stat check/save you said? Can't I just use my DEX?"
While it might not be the same thing for everyone, I think I've found out what works for me. In 4th ed. they don't really present you with much a choice. You can have any colour, as long as it's black. right? In WH I have a schtick which I can groove on for colour. Nice. In AD&D, why didn't I just roll my DEX?
I think a game which uses skills should have a mechanic that feel fun and involved and don't feels like it could have been a stat check. They have to be something clearly different from a stat check. Preferably they should be something which not everyone off the street can be expected to have access to. Also, when you have a cool skill mechanic, the choice to roll a specific skill must involve some choice and diversity, to allow for multiple ways to place those development points while still build viable adventurers.
Your mileage might differ. I really like CoC, RQ and Stormbringer while 4th ed. bores me to tears. My summary would be: if you tack on a skill system, make it large enough to matter and roll off your stats otherwise.
In BRP you have skills, lots of them. You also have stats, and sometimes you roll against those. Usually those are the Luck, Know and Idea rolls which are stat x 5 for a percentage. More often than not, those are only used when there are no special skill, or for specific procedures or mechanics detailed in the rules. The specific skills are mostly based on the development points you put in there, even if high stats might give you a slight bonus in some incarnations of the system, like my beloved Stormbringer.
In Warhammer (1st and 2nd ed. at least) you mostly roll against your stats (weapon skill is a stat, I'm just saying...) and the skills you have just gives you a bonus to a stat check. They are mostly feats or talents to diversify your class. You either have a skill or you don't, so you don't develop them with points.
In 1st ed. AD&D (and 2nd ed.) the proficiencies are legion, and they are bascially skills for lot of different special knowledges. To use them, you basically roll a stat check, with a bonus.
In the Nalfeshnee edition (Type IV you know?), you have a very short list of skills. They are based on development points, but bonus from stats play a significant part. You roll the same die as when you, say, make a save.
Do you see some patterns?
This is how I rate those system on a subjective enjoyment level.
1. BRP skills are fun, worth my time and they make the game interesting
2. WH skills are nice for colour, but I depend on my WS and my I.
3. Why not just roll a stat check?
4. "I need to solve this problem? Gee, I wonder what I will choose? I seem to have one skill for stealthy stuff so I roll that I guess. Was it just like a stat check/save you said? Can't I just use my DEX?"
While it might not be the same thing for everyone, I think I've found out what works for me. In 4th ed. they don't really present you with much a choice. You can have any colour, as long as it's black. right? In WH I have a schtick which I can groove on for colour. Nice. In AD&D, why didn't I just roll my DEX?
I think a game which uses skills should have a mechanic that feel fun and involved and don't feels like it could have been a stat check. They have to be something clearly different from a stat check. Preferably they should be something which not everyone off the street can be expected to have access to. Also, when you have a cool skill mechanic, the choice to roll a specific skill must involve some choice and diversity, to allow for multiple ways to place those development points while still build viable adventurers.
Your mileage might differ. I really like CoC, RQ and Stormbringer while 4th ed. bores me to tears. My summary would be: if you tack on a skill system, make it large enough to matter and roll off your stats otherwise.
Tuesday, June 14, 2011
Weapons length and reach in combat
When posting a comment on the A Paladin in Citadel blog about the value of weapon length modifiers I realized it had turned into a post of its own. I have posted on this topic before, but it's worth revisiting. Here we go.
Those rules, adding a sense of simulation to the play, are probably jettisoned because they make combats longer.
While it might be heresy, I might suggest that those who prefer tactical crunch should take a closer look at D&D 4th ed. The teamwork and tactical play needed for efficient combat is a big part of that game. Even with the fiddly bits of 1st ed., it never was a very tactically detailed game.
Now, that being said, there are some ways to incorporate tactical details while making the game decently swift. One good way to add some depth and planning to the combat phases is to have different phases in combat. Ranged combat and magic have their own phases, and I'd suggest they go before melee.
When it comes to weapon length, I think Elric!/Stormbringer can add a simple way to handle that. This is how it works. If you have your weapons categorized as "long" or "short", the longer ones will have reach to hit before the short ones do. Simple enough.
When attacking, in whatever order you choose, let "long" weapons go first. If you use DEX order or side initiative, follow that but let long weapons trumph that order.
For fighters with "short" weapons, they will have to make a dodge of some kind to get within the reach of the "long" weapon. Otherwise they can not attack. The same thing then apply when the opponent have dodged within your reach. Wielding a "long" weapon you then need to make a disengaging dodge in order to use your weapon again.
While it reduces the reach to a binary situation, it have the benefit of being very simple, but still managing to create a lot more tactical depth to the choice of weapons. Should your game system of choice, D&D say, not have a dodge skill, use the initiative! Dice off or use DEX or whatever method you normally use. A great idea from Tomas Arfert's Saga RPG.
Hopefully that gave some food for thought.
Those rules, adding a sense of simulation to the play, are probably jettisoned because they make combats longer.
While it might be heresy, I might suggest that those who prefer tactical crunch should take a closer look at D&D 4th ed. The teamwork and tactical play needed for efficient combat is a big part of that game. Even with the fiddly bits of 1st ed., it never was a very tactically detailed game.
Now, that being said, there are some ways to incorporate tactical details while making the game decently swift. One good way to add some depth and planning to the combat phases is to have different phases in combat. Ranged combat and magic have their own phases, and I'd suggest they go before melee.
When it comes to weapon length, I think Elric!/Stormbringer can add a simple way to handle that. This is how it works. If you have your weapons categorized as "long" or "short", the longer ones will have reach to hit before the short ones do. Simple enough.
When attacking, in whatever order you choose, let "long" weapons go first. If you use DEX order or side initiative, follow that but let long weapons trumph that order.
For fighters with "short" weapons, they will have to make a dodge of some kind to get within the reach of the "long" weapon. Otherwise they can not attack. The same thing then apply when the opponent have dodged within your reach. Wielding a "long" weapon you then need to make a disengaging dodge in order to use your weapon again.
While it reduces the reach to a binary situation, it have the benefit of being very simple, but still managing to create a lot more tactical depth to the choice of weapons. Should your game system of choice, D&D say, not have a dodge skill, use the initiative! Dice off or use DEX or whatever method you normally use. A great idea from Tomas Arfert's Saga RPG.
Hopefully that gave some food for thought.
Tuesday, January 4, 2011
So, what do you do in this game?
I realized today, when I was looking at my collection, that there are a few of these games which don't answer that well the question in the title of this post.
Everyone who have followed the Steve Jackson Games line Transhuman Space, knows that one of the more questions about that game is "what do you do in this game"? While there are things to do, and they are even presented in the core setting book, it still seem to baffle people. Considering I myself have asked the question even after reading the book, I think they failed at presenting it like they should have. Now, imagine some other games and how they have handled that problem.
From 1981 to 1996 would Call of Cthluhu be a game where you often spend time doing things your character could barely afford, for reasons which only made sense to the player. At least that's the way it might sound when a fan of Delta Green gets going. Even though that many years and editions indicate that the problem might not be that serious, there is a disconnect between what makes sense to most CoC investigators and their players. Trail of Cthulhu solves it by introducing psychological traits, Drives, that suddenly put the reason for adventuring down on the character sheet.
How about a game like Pendragon? It has game mechanics for Glory, which makes it advantageous to behave like an Arthurian knight. I guess the theme of the game is advertised enough in the book as well.
My problem child, the game I have never managed to work for me, Traveller is another interesting piece. In that game there are three classic paths to walk, or travel if you'd permit me saying so. They are the path of the merchant, the mercenary and the sleuth. For me the biggest problem have always been that it's a big universe and the path is not as easy to discern in starlight as I had imagined. I seem to wander.
Of these four games, two can be considered oldies. But, I'd suggest that that matters little since if we compare CoC and Traveller to D&D and T&T we will find that in the latter it's easy to find out what you do. Explore, loot, kill and level up. Lather, rinse and repeat. Compare that to DragonQuest and you once again have a game that while it's very similar to D&D/T&T again it more open and less focused. At least it seems that way from my reading it.
It could maybe be argued that games with a strong, focused setting (like Pendragon) have an easier time answering the question. Let's dodge THS and ponder Stormbringer/Elric! and Fading Suns. What do you do in Stormbringer? Planewalk and be the chess piece of the gods? I see, hand me the dice. No. Then there's Fading Suns, which have a central mystery and a structured society to play in. It should be easy, just find out why the suns are fading! Well, except that there are quite few examples of how that is done, since the reason have never been published!
Where am I heading with this? Well. I think one reason why it's harder to make some games sing is that you will have to create the reason for adventuring, and the buy-in, yourself. I never tried to do that for Traveller, and maybe that's why it didn't work for me. Maybe there is a lesson here for game designers as well as GMs. If you don't include a clear hook in game, the game should contain some clear advice on how to make it work for you, or at least point out there need to build upon what's been given. I think there are a few interesting conversations to be had about games designed from that point of view.
Everyone who have followed the Steve Jackson Games line Transhuman Space, knows that one of the more questions about that game is "what do you do in this game"? While there are things to do, and they are even presented in the core setting book, it still seem to baffle people. Considering I myself have asked the question even after reading the book, I think they failed at presenting it like they should have. Now, imagine some other games and how they have handled that problem.
From 1981 to 1996 would Call of Cthluhu be a game where you often spend time doing things your character could barely afford, for reasons which only made sense to the player. At least that's the way it might sound when a fan of Delta Green gets going. Even though that many years and editions indicate that the problem might not be that serious, there is a disconnect between what makes sense to most CoC investigators and their players. Trail of Cthulhu solves it by introducing psychological traits, Drives, that suddenly put the reason for adventuring down on the character sheet.
How about a game like Pendragon? It has game mechanics for Glory, which makes it advantageous to behave like an Arthurian knight. I guess the theme of the game is advertised enough in the book as well.
My problem child, the game I have never managed to work for me, Traveller is another interesting piece. In that game there are three classic paths to walk, or travel if you'd permit me saying so. They are the path of the merchant, the mercenary and the sleuth. For me the biggest problem have always been that it's a big universe and the path is not as easy to discern in starlight as I had imagined. I seem to wander.
Of these four games, two can be considered oldies. But, I'd suggest that that matters little since if we compare CoC and Traveller to D&D and T&T we will find that in the latter it's easy to find out what you do. Explore, loot, kill and level up. Lather, rinse and repeat. Compare that to DragonQuest and you once again have a game that while it's very similar to D&D/T&T again it more open and less focused. At least it seems that way from my reading it.
It could maybe be argued that games with a strong, focused setting (like Pendragon) have an easier time answering the question. Let's dodge THS and ponder Stormbringer/Elric! and Fading Suns. What do you do in Stormbringer? Planewalk and be the chess piece of the gods? I see, hand me the dice. No. Then there's Fading Suns, which have a central mystery and a structured society to play in. It should be easy, just find out why the suns are fading! Well, except that there are quite few examples of how that is done, since the reason have never been published!
Where am I heading with this? Well. I think one reason why it's harder to make some games sing is that you will have to create the reason for adventuring, and the buy-in, yourself. I never tried to do that for Traveller, and maybe that's why it didn't work for me. Maybe there is a lesson here for game designers as well as GMs. If you don't include a clear hook in game, the game should contain some clear advice on how to make it work for you, or at least point out there need to build upon what's been given. I think there are a few interesting conversations to be had about games designed from that point of view.
Saturday, June 12, 2010
To play a game in somebody elses setting
Today I read an interesting post about published settings and canon. For those of us who have played in a game, like MERP, set in a "canned" world it talks about things we have all encountered. Also, some settings have heavy duty meta plot campaigns which have to be handled. That post got me thinking of my experiences.
Personally I hate meta plots. They are a bad idea on many levels. They are more work for the GM, since you have to make sure you keep up with it, buy stuff, adapt players actions to it and so on and so forth.
There are ways a pre-fabricated setting can help, though. I started playing in Tolkien's Middle Earth. It was a great help to know that I had all the players on the same page as regards setting knowledge, and expectations of what worked and not. Basically, using literary background can be a great way to manage expectations.
That being said, there are some things you will have to handle. Will you "replay" what happens in the books, and are you going to interact with the great figures in the setting.
I know that the latter can be a problem. Who have not heard of the "Elminster problem"? One high level NPC who pops up and saves your bacon, or steals the show. Not fun. For me that wasn't that much of a problem in Middle Earth, since I set all our adventures before the War of the Ring, or the Fourth Age. Maybe it's cheating, moving the Big Issues out of the way, but it was practical. In Stormbringer on the other hand, I felt it totally ok to have to players hear of Elric. If they were stupid enough to meddle in his affairs they were just so much dead meat, and he cared nothing for their bacon or their petty affairs.
There is one way to approach this which I feel is cool. The Great Names of a setting are tied by fate. But, as a player character you have freedom of action. In Stormbringer that works just fine, since everyone is a plaything of the gods, so the hand of fate is everywhere and it wont feel odd to have fate intervene or twist things.
Frankly, Stormbringer is ideal! The Eternal Recurrence is not just some Nietzschean dream, it's real! There are endless realms and planes. There are so much room to have they players wreck the setting if they like! You can have them scuttle around the Multiverse and repeat themes and iconic characters and it will feel a lot like bing in an Elric story, and you don't even have to worry about canon or if they interfere with the big man or not.
This is probably why Stormbringer have long been my favourite "canned" setting. In fact having a determined end to the world help to bring the doom laden feeling on, and everyone knows it will end badly.
Heavy Metal. Game on.
Personally I hate meta plots. They are a bad idea on many levels. They are more work for the GM, since you have to make sure you keep up with it, buy stuff, adapt players actions to it and so on and so forth.
There are ways a pre-fabricated setting can help, though. I started playing in Tolkien's Middle Earth. It was a great help to know that I had all the players on the same page as regards setting knowledge, and expectations of what worked and not. Basically, using literary background can be a great way to manage expectations.
That being said, there are some things you will have to handle. Will you "replay" what happens in the books, and are you going to interact with the great figures in the setting.
I know that the latter can be a problem. Who have not heard of the "Elminster problem"? One high level NPC who pops up and saves your bacon, or steals the show. Not fun. For me that wasn't that much of a problem in Middle Earth, since I set all our adventures before the War of the Ring, or the Fourth Age. Maybe it's cheating, moving the Big Issues out of the way, but it was practical. In Stormbringer on the other hand, I felt it totally ok to have to players hear of Elric. If they were stupid enough to meddle in his affairs they were just so much dead meat, and he cared nothing for their bacon or their petty affairs.
There is one way to approach this which I feel is cool. The Great Names of a setting are tied by fate. But, as a player character you have freedom of action. In Stormbringer that works just fine, since everyone is a plaything of the gods, so the hand of fate is everywhere and it wont feel odd to have fate intervene or twist things.
Frankly, Stormbringer is ideal! The Eternal Recurrence is not just some Nietzschean dream, it's real! There are endless realms and planes. There are so much room to have they players wreck the setting if they like! You can have them scuttle around the Multiverse and repeat themes and iconic characters and it will feel a lot like bing in an Elric story, and you don't even have to worry about canon or if they interfere with the big man or not.
This is probably why Stormbringer have long been my favourite "canned" setting. In fact having a determined end to the world help to bring the doom laden feeling on, and everyone knows it will end badly.
Heavy Metal. Game on.
Tuesday, December 8, 2009
Playing a RPG with a famous literary person
I have the last few days been on a Sherlock Holmes high. Since I managed to score a mint copy of Sleuth Publications The Queen's Park Affair for only $15 I have been absorbed by the Victorian age and its famous sleuth. Now after reading about Holmes I start to wonder about a rpg in that setting.
As far as I know, the only Victorian mystery game there is must be Cthulhu by Gaslight, which never was big seller. I don't think it's been in print for ages. Maybe it's because it's hard to portray the era? But, we seem to think we can play elves, right? Maybe it's because Victorian London just isn't the same without Holmes himself, and then the players will be left out in the cold.
One game I have played a lot is Stormbringer and I never had any problem not including Elric in the game. While it might seem strange I never felt that game was very much about Elric at all, even if it was once published under the really bad title Elric!, including an exclamation mark. For some reason I don't have the same relaxed attitude to a Victorian mystery game. I just couldn't do it without including Holmes. I'd love to hear if somebody have done it, and how it worked. Also, are there really nothing more than Cthulhu by Gaslight out there?
As far as I know, the only Victorian mystery game there is must be Cthulhu by Gaslight, which never was big seller. I don't think it's been in print for ages. Maybe it's because it's hard to portray the era? But, we seem to think we can play elves, right? Maybe it's because Victorian London just isn't the same without Holmes himself, and then the players will be left out in the cold.
One game I have played a lot is Stormbringer and I never had any problem not including Elric in the game. While it might seem strange I never felt that game was very much about Elric at all, even if it was once published under the really bad title Elric!, including an exclamation mark. For some reason I don't have the same relaxed attitude to a Victorian mystery game. I just couldn't do it without including Holmes. I'd love to hear if somebody have done it, and how it worked. Also, are there really nothing more than Cthulhu by Gaslight out there?
Tuesday, November 24, 2009
Metalheads, and old school gamers?
I have begun to see admissions and revelations from more than one blogger, last from Nerzenjäger's Take That You Fiend! and Scott Malthouse at Trollish Delver as being metalheads. I think you all know James Raggi likes metal, eh?
As I was sitting on the bus yesterday I was fooling around with my mp3 player. I'm not an early adopter and this is my first music playing gadget ever. I have loaded a bunch of stuff into the thing, since I still don't know much about my listening habits. After settling upon an album and starting to listen I almost burst into laughter when the observation above came to me like a flash of lightning. Need I tell you what kind of music I was listening to? Go take a peek at Sirenia's official web page if you like. There's more in that small piece of electronics. I need to get my Judas Priest converted to mp3 soon.
So, bringing this back to gaming, I wonder if we four bloggers with a interest in older styles of gaming perchance have a similar taste in music because of that. As soon as I write that somebody will probably tell me I'm talking out of my butt and say that they have been playing the white box since day one and only listens to jazz.
Whatever. I still think some games just feel energetic, powerful and plain out tastlessly over the top in a way that makes me think metal. I have some of those associations and feelings. My old love affair Chaosium's Stormbringer, is the game to play with Hawkwind on the turntable. Rock on, Elric!
Yeah, you noticed that this is not one of my brainy posts.
I just can imagine what kind of game would make me think of jazz. Sorry, jazz lovers...
As I was sitting on the bus yesterday I was fooling around with my mp3 player. I'm not an early adopter and this is my first music playing gadget ever. I have loaded a bunch of stuff into the thing, since I still don't know much about my listening habits. After settling upon an album and starting to listen I almost burst into laughter when the observation above came to me like a flash of lightning. Need I tell you what kind of music I was listening to? Go take a peek at Sirenia's official web page if you like. There's more in that small piece of electronics. I need to get my Judas Priest converted to mp3 soon.
So, bringing this back to gaming, I wonder if we four bloggers with a interest in older styles of gaming perchance have a similar taste in music because of that. As soon as I write that somebody will probably tell me I'm talking out of my butt and say that they have been playing the white box since day one and only listens to jazz.
Whatever. I still think some games just feel energetic, powerful and plain out tastlessly over the top in a way that makes me think metal. I have some of those associations and feelings. My old love affair Chaosium's Stormbringer, is the game to play with Hawkwind on the turntable. Rock on, Elric!
Yeah, you noticed that this is not one of my brainy posts.
I just can imagine what kind of game would make me think of jazz. Sorry, jazz lovers...
Friday, May 8, 2009
My Appendix N - gaming influences
You might have seen that Zack on his blog RPG Blog II is asking people to list the books, TV and other influences that have been important to your campaign, like the list Gygax made in the AD&D DMG.
I love lists of all kind, so here we go!
- Robert E Howard: Conan
- Fritz Leiber: the "swords" series about Lankhmar
- Michael Moorcock: all his fantasy, but especially Elric and Erekosë
- J.R.R. Tolkien
- Glen Cook: the books about The Black Company
- H.P. Lovecraft
- Pat Mills & Simon Bisley: Sláine
- Clive Barker: The Books of the Art
- Jack Vance
- John Ford: all his western movies
Without a doubt is Moorcock the biggest influence on my gaming. Not only have I played a lot of the marvellous 4th ed Stormbringer from Chaosium but the idea of the multiverse have influenced all my gaming immensely. I did start my career as an adventurer in Middle Earth, but after that I've called the whole Multiverse my home.
Some of the titles above are quite specific in how they have influenced me. I'd like to highlight the raw verve of the visuals of Simon Bisley as something I always come back to when I want to see the fantastic for my inner eye. Jack Vance on the other hand does the same with words. I'm not sure there is a theme, but compared to e.g. Gygax list it is a lot less centred on classic science fiction and science fantasy. While I do enjoy reading those yarns, they are not influencing my gaming much. Space opera is a special case, since I love to read it and would love to try to play something like it. But, for some reason science fiction gaming have never really worked out for me.
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