Showing posts with label Ars Magica. Show all posts
Showing posts with label Ars Magica. Show all posts

Saturday, December 6, 2014

Bethorm - making the first character

What a better way to get to know a rules set, and to get a feel for the book than to make a character! I took the dive, and Biyúnu hiViridáme was the result. Here are some thoughts that arose through the process.

There are eight different sections in chapter three, character generation.
  1. Clan
  2. Personal Info
  3. Religion
  4. Attributes
  5. Personal Traits
  6. Skills 
  7. Defence Values
  8. Contacts
I find it interesting that stats or attributes come first on the fourth step. So, first it starts with your clan. Anyone who knows even a little about Tekumel knows that its social structure is not like your pseudo medieval fantasy at all. The individual is not the central social unit, but the clan. Here is the first step wherein you have to start looking ahead in the book, and then go back again. You have a attribute called Prestige, and it's a sum of your clan influence, and your professional influence. But, you wont know the latter until much later in the procedure. To be fair, this is actually noted in the rules, that you will have to go back and forth a bit.

The step where you note down your personal information is where the prudes and close minded people who raged about D&D5 and its gender and race inclusiveness gets to go bananas. If you like you can roll on tables to get to know not only the biological sex, but also the gender identity and gender expression of your character. I'm almost disappointed the dice gave me such a middle of the road result.

Naturally the step about Religion will matter. Tekumel is, like Glorantha, not only a game where the gods are real, but religion affect all social interplay and interaction. This is my first stumbling block. To me, the gods of stability varies from staid and bland to slightly attractive and convincing in their outlook. Nothing really sticks out, and it feels like classic rpg pantheons. Then there's the gods of change, which varies from the grotesque to the repulsive. I have something of a hard time understanding why anyone would worship them. But, it's part of what makes Tekumel attractive, to make sense of its very different social mores. I also note that the author of Bethorm suggest most people are not all that ideologically engaged in their religion. Might make sense.

When we finally come to the stats it turns out there are not that many of them. Traits and Skills are also very unsurprising. It's a classic Advantage/Disadvantage system, and skills strongly based on their dependent stat. I did find the list of the former fewer than expected, and the latter more numerous than expected. By not focusing too strongly I managed to buy 7 skills.

Since Defences are bases on your skill rankings, it makes sense you calculate them after you have bought skills. But, I have a hard time figuring out exactly how it's supposed to work. Are your Melee Defense based on the lowest of those skills listen? An average? The highest? Dependant on what you use in a particular situation? This section could have been clearer.

Finally we have the most involved section, Contacts. Remember how I mentioned Prestige was something you had to go back and forth to calculate? Now you get to do it again, for every contact you buy and stat out. Sure, you can skip on the stat out part for them, but you need to figure out their clan, if they belong to a certain lineage and go all the way to the end of the book to find the listing of professional ranks. I think I managed to get the costs right on my three contacts. This probably is where a newcomer to Tekumel will stumble a bit. What kind of character do you want as a contact? Many different clans? All walks of life, or people who can help you professionally. The GM will have to guide their players a bit there I think.

After all that, Biyúnu hiViridáme the arrogant and hot headed merchant negotiator novice and worshipper of Hrü'ü was finished!

There are a few things in the character generation process I find interesting. The first thing you encounter is the clan. Before you even know a thing about your character you will decide what clan she belongs to. Then there's the Advantages/Disadvantages. I'm not sure I like them any more. Back when me and my friends generated characters for Ars Magica 2nd ed. we all thought it was great fun. One legged dwarfs, colourblind and with deadly enemies as well as humongous skill ratings gained from those odd ball flaws. Good times. But, there are some good hooks for role playing in there.

Finally, though, there are the contacts. It's interesting that those are not a Advantage you buy, but something everyone has. It kind of squares the circle doesn't it? You start with the social context, and end with the social context. If there's one thing character generation does, it is pointing the players in the direction for the playing of the game. This way it's emphasized that a lonely individual in Tekumel is an anomaly. If there's one thing I'm missing, that would be the "Fate fractal", where everything can be thought of as a character, with Aspects and Skills. Since that idea took root in my brain, any kind of social role playing makes me want to add stats and skills to organizations. Maybe it can be done within the confines of Bethorm, I have actually not thought that through until the end.

It was fun making a character! To exercise the system I will probably try to make a spell casting priest as well. But, that's all for now.

Monday, November 3, 2014

Some impressions of Mutant: Year Zero

I guess you have heard that Modiphius is going to publish the Swedish post-apocalyptic game Mutant? If you have not, go forth and click that link and read some about it. I'll stay here until you get back?

You're back? Good. Let's move on. I have read the Swedish edition of the game and I'm going to talk a bit about my impressions. It is a game with some peculiarities and own takes on things. Please note that as far as I know, the edition Modiphius is publishing is just like it. But, I have no inside information.

First off let me say this is an interesting game. I have yet to try it, but reading it makes me really pumped up about the idea of running and playing it. There are some things that stand out.

The first thing is how the game have a communal part, and an individual part. You all belong to a community of mutants, an Ark. This Ark you all develop together, deciding how it's supposed to be developing, putting efforts into defenses or developing culture. This works as a framing device for your individual goals and also drives you into the Zone, to gather resources. I really like how this gives you all a reason to band together, and something to do.

Then there's the characters. All characters have one NPC they hate, one they want to protect and then they have their one big dream. It's the classic stick and carrot. While this is neat, I think where the system has the potential to really shine is in the mixing. You have a "council session" first at every game session where you plan the strategic game, then you get to play your characters and their hates and cares pull them in different directions.

Now, this is when I find it all becomes quite interesting. You have 10 Type Events for the Ark and 10 Events for the Zone. Roll the dice or pick one of those events, like One NPC Is In Trouble or Fight About An Item and combine that with the strategic goal for the Ark and the different characters the PCs care or hate and you will have something happening. I think this has potential! When things have really gelled in my Tianxia game is when I have managed to match a place with characters in conflict. This feels like it could work like that.

Actually, this makes me think of how I used to read Ars Magica and feel that game sounded great, and then really fall flat in play. This promises some of the same things. Maybe it will all come together better this time. I feel this way the characters are beings hooked into the Ark more than the Ars Magica characters ever where. In the Ark there's a desperate need for food and clean water, and necessity will drive the PCs and NPCs into conflict, and into the Zone. With the Type Events, you are sure to have something happen that will topple any kind of balance achieved.  

This all comes together to drive story. Note to my old school friends, this is not Story Before! This is very much a story that develop out of play. This naturally relates a lot to my previous Fate experience. There are still lessons to be learned from that. I will re-read chapter 9 of my Fate Core rule book and think upon the Mutant way a bit more, and I expect the fallout to at least be interesting. Yeah, fallout. The future is post-apocalyptic and brutal.

Saturday, March 30, 2013

Some more thoughts on Ars Magica

My last post on Ars Magica had 187 views, and only one comment about someone who had actually played the game. I think it's kind of telling that they basically ripped the themes from the game and ditched the rest.

It seems like AM is a game many people have read, been very impressed by and then not played as written! I guess that those who kept the covenant management system are the same kind of people who play merchant campaigns in Traveller, keeping tabs on earnings, losses and mortgage payment. I have enough of that in real life.

The really detailed magic system is another matter. It seems like everyone loves the idea of being able to craft spells on the fly and using some kind of and system, just like spell points and all those ideas. But, even though I'm not a fan of the classic system of D&D it's easy and it works, even though it lacks flavour. Maybe this is the part of AM which actually change how people play.

Then there's that part which I find kind of funny, namely the "troupe style play", which is actually just they old way to play, reinvented. Having multiple characters per player is not new, and that I've even tried myself with great success.
"it is recommended that the GM keep the number of players in his party small - two or three players with up to four characters apiece is ideal."
That's T&T 5th ed. from 1979.  Something old, something new, something borrowed and something blue. Maybe I'll get to run Ars Magica one day, and then it will be nothing like written, I bet.

Sunday, March 24, 2013

Ars Magica - the game I would love to love

Sometimes I'm reminded of games which promised, but never delivered. For me one such game is Ars Magica. But, I still have some hope for it. Maybe you can help me? First some background.

A friend of mine bought the 2nd ed game, and we loved the idea of it. We went nuts with all the possibilities inherent in the system of Merits and Flaws. I shudder to think what would have happened had we found out about GURPS...

We generated tons of characters for that game, but never played more than a try out session to see if we could do a fight and cast a spell.

Some years later, when we had done the same with 3rd ed I actually got to play it, now in its 4th ed. It turned out we spent forever generating a covenant, planning its location, planning how to staff the kitchen and how many guards we needed and how much we would earn each year, spend on taxes and...

You get the picture.

I've now done that a few times. It bores me to tears.

Where's the game about a mythic Europe and the wonders of magic? If anyone know of an actual play recording from a podcast or similar which shows how the game can be that and not quartermaster-in-the-middle-ages please tell!

I'd love to hear some people play the game. Playing it when it's fun.

Filling in tax return forms and using MS Excel is not my way of fun, not even with magic.

Feel free to suggest some actual play recordings, if they exist!

Thursday, December 27, 2012

How to make time mean something in your campaign



What does it mean you have to hole up for two weeks to wait for natural healing, or wait two weeks for that magic item you ordered to be made? Some games actually make time mean something, and not something to be glossed over. Recently I listened to an episode of Ken and Robin talks about stuff where they talked about time in games. It made me think of my old 3rd ed campaign. In that campaign I had the opportunity to see time as an obstacle being circumvented in a not so cool way.

The deal was that with the Craft skill, you can produce items. In this case it was items which should be enchanted, and thus they had to be of Masterwork quality. Unless I remember totally wrong, it wasn't that much harder to do them, or even something you needed a certain level of skill for, but you paid in time. Now, if you delve in the dungeon and the time in between is just that, time in between, then it means nothing. It doesn't matter if it takes one hour or two week if you let it go with "and when it's done you get back to the dungeon". It reminds me of how some spells in older editions of D&D used to age the caster. As far as I remember, that didn't make it into 3rd ed. but item creation rules still had a "time cost".

Can we say something about how time was used to be handled in the olden days, and how time is handled in newer games? I think it's pretty clear that all the talk of the 15 minute game game day, and then back to town for healing and re-memorization of spells signifies something.

Let's think back to the Blackmoor campaign. We know that the players there were in command of armies, and that Arneson in the FFC mention things like yearly events. Clearly time were advancing at a decent pace if it made sense to have random annual events for the kingdom.

But, I am also pretty sure I have read enough of old school campaigns where the only time that mattered was in the dungeon, and I find it significant that in the Mentzer edition of D&D there are no healing rules. You go back to town and when you start the next adventure you are healed. Some time have passed, I guess.

Clearly there are different ways of handling time at work here. There are more examples, and they are not all clearly and easily align chronologically. Maybe someone have done some research in this area. There are some excellent scholars of old school gaming styles, so it would not surprise me. For me it's a stepping stone for ideas on how to play.

Let's say you would like to have time matter. Without keeping those famous records of time, you probably can make the "time tax" useful. Let's take a look at two games where time matters. In Ars Magica and Pendragon time is of importance. Maybe they can teach us something?                                                                                                                        
                                                                                                                                                                                                    
In the latter game, you often only play one of two adventures each year, and then it's the "winter phase" where you do macro management of your character, talking care of manor economics, childbirth and marriage. Step by step your character age, and later on you probably get to retire your character and play with his heir.                                                                     
                                                                                                                                                                                                    
In Ars Magica, you play multiple characters and the mage will probably do research that take years to finalize. Since you will be able to play another character while that happens, it's no impediment to being engaged in the game, but it will still matter that your mage is doing research and not out on adventure.                                                                                
                                                                                                                                                                                                    
How can we use this?                                                                                                                                                                                
                                                                                                                                                                                                    
Would it be useful to have a limit year year on how many adventures you can participate in? One way would be to have three delves a year, and if you are injured you have to make a save or loose one of those three opportunities being holed up for healing. I think that would be a cool mechanic.                                                                                                    

Let's then take a gander at long term projects, like crafting items and researching magic. If magic of any complexity takes time, then it makes sense to combine that with the idea of a set amount of adventures per year. If a project takes more than a month, one of the yearly adventures is forfeit.

If we in addition to this takes a a cue from Ars Magica and let all players have a "stable" or adventurers we can have our cookie, and eat it too. A stable of characters is a phenomenon I first heard of in 5th edition of T&T. So even if it's a way to hand a player a cookie when her other character is busy doing magic research or crafting, it actually is as old school as it gets. :)

Sunday, April 10, 2011

[From A to Z in Kalamar] Joto II

What would you call somebody who refused to believe the existence of the gods, when their followers are all over the place using powers which should tell all and sundry that the powers they follow are the source of them?

Let's take a look at King Joto II of Shynabyth. He wages a long and bitter war on a nearby theocracy and don't tolerate any religion in his realm. Quite an odd fellow in the polytheistic realms of common rpg fantasy. Consider that the majority of my readers are from the US, another realm where the refusal to accept the existence of a god probably will forever lock you out of higher office. Please correct me if I'm wrong, but in the western world, the US is about as religious as it gets. King Joto would be odd even there.

But, imagine he is right?

No, I'm not going to make this an issue about American culture, but investigate an uncommon twist in fantasy rpgs. Let's for a moment consider that the king is right. This could happen in many different ways.

The first way would of course be that the divine magic is nothing but arcane powers in different garb. Lots of fancy robes, mitre and other garb it is. Then the question is why not everyone can wield all kind of magic? Maybe it's just a question of training. I could see interesting campaigns happening when the players find the ancient way to unify all the forces of nature. Eh, magic, I mean.

The second way could be that in the realm of Shynabyth the divine powers are just imaginary, and their powers useless. Is there a anti-magic aura radiating from the king himself? Ars Magica, a game I usually am not that fond of, had this idea about how arcane magic didn't work around people of strong and pure faith. Now, imagine something in the same vein, but opposite in effect. Is it a curse, or a blessing? What would happen should the king meet his end? Would divine power suddenly start working? Would it seep back into the culture?

The third option, just to pick some, could be that all those powers are really psychic powers channelling the inner energies of the caster. Both Tunnels & Trolls and Talislanta have wrought their worlds of fantasy out of that mould. Talislanta is actually the only fantasy rpg that I know of where the very existence of the gods is undefined.

Now, how could you use this in your game? Just imagine an idea out of option two up there! How would you win that war against the theocracy? By extending that aura of non-belief into their lands, of course! Back in the 2nd ed era there was at least one Planescape adventure where the player characters could make a village slide into the abyss by furthering the idea of chaos! I see opportunities like that here.

Sunday, April 3, 2011

[From a to Z in Kalamar] College of Magic

Our 'C' word is the College of Magic, in the Principality of Pekal.

In most fantasy worlds, there are (for lack of a better world) universities. Sometimes they teach all and sundry, and sometimes they are the guardians of knowledge, hoarding the arcane mysteries. Kingdoms of Kalamar is no different.The college in Bet Rogala teaches all the arcane mysteries, but they keep close tabs on everyone practising the mystic arts. Unregistered magic users can expect to be treated roughly, since the college have close ties to the political power in the Principality.

So, how come there are such a site of learning? Quite a few of the pioneers of our hobby met in wargaming clubs at university, like the founder of GDW and Dave Arneson and Dave Wesley to just name a few. I hardly think that it the reason for the common theme of wizard schools, though. Thinking back to some of the classics of fantasy literature I find few if any magic schools neither. Maybe there's something obvious here that I'm overlooking.

Why would you have a college of magic in your game, though? If there's something that have the potential to wreck the best laid plans of evil wizards and other baddies, that must surely be inventive players shuffling the cards of fate by magic. To be able to control what spells, and magical research a player will be able to access you will have a lot more control of your campaign.

Then there is the school of magic as a font of adventure. It's kind of obvious these days, post Harry Potter, what kind of adventure you could have at a school of magic.

Have anyone ever heard of such a campaign idea before Harry Potter? Oddly enough, I have not.

Taken to its extreme, here we see the birth of Ars Magica, a game which I have empirically come to understand just don't work for me. With that I conclude that in my games I think the college of magic is something as simple as my way to control the purses and power of my players.

Monday, December 21, 2009

Ars Magica and DragonQuest, same kind of fantasy?

I today sat down and read through the "Fourth book of DragonQuest" AKA Arcane Wisdom. It once again brought forth the feeling I had when I read the 2nd ed rulebook, that this game is made for some more faery tale fantasy. Don't ask me why, but for some reason I get the vision of dark woods, gingerbread houses and monstrous animals when I read DQ.

One reason I once liked Ars Magica was Mythic Europe. The idea of a mediaval Europe where all the legends were true sounded like an excellent world of adventure. Having generated dozens of characters for everything from 2nd to 5th ed, and playing a few sessions I realized that Ars Magica is a game that bores me to tears. It sounds good but is unfun. I still like the idea, though.

I wonder if DragonQuest could be a game that could do Mythic Europe justice? Hmmm.

Friday, November 27, 2009

Reading T&T 7.5 - Magic p.126-132

We have almost reached the end of the rulebook by now, but there are a lot quirks in the pages ahead. Let's dive in the deep end!

To start off with, we are treated to some description of how magic shapes everything on Trollworld. Here we get a few snippets of information about that ellusive place, and the fact that dwarves can smell metals makes me yearn for more information on this wondrous place. At the same time my brain is filling in the blanks all by itself, because the ideas are so evocative.

Spells, we learn, are categorized in four schools. I'm not sure I know why, but that's how it is. Then it starts for real. Now on page 127 and forward we get the rules for actually casting spells, and some examples and metaphysics of magic mixed in. It's made clear that spells are a psychic phenomena, and that spellbooks thus don't exists. I found that, and the then natural lack of scrolls, to be a stumbling block for me when trying to find treasure to reward magic using characters in my campaign. Think about how you want to handle that in your campaign.

Notable is that when the rules say that your stats will limit your ability to cast spells, it never say anything about your level, except for an example on p.127-128 where Khenn the Wizard casts a spell of a higher level than himself. In 5th ed this is limited by the fact that the Wizard's Guild wont teach those,
and that they cost more energy to cast if you get hold of them anyway. I think I like the new freedom better.

You cast spells by making a SR and you pay for them with the new stat, WIZ. Welcome to the classic weakling wizards! I can't resist thinking of Ars Magica, where all our Magi had maxed out their Stamina. Yes, a physical stat. I think it makes sense to have magic powered by a separate stat.

In the section called Casting Cost we see some slightly confusing things. In the first paragraph we see a mention of tools to assist casting, like a wand. Later in the next column on the same page there's an example of a Wizard casting a TTYF and it's mentioned that he don't have a staff. So, you say, what difference does that make? The thing is that using these tools and how the reduce the cost of a spell isn't explained until yet another three paragraphs, the middle of page 129! Also, in the second paragraph of this section there's a page reference to page 36. This is regarding how the level of the caster also makes it cheaper to cast a spell. Looking at page 36 we see that is indeed where the definition of a level is, but the benefit of levels is on page 39! Just to make it even a bit more confusing nowhere on page 39 is it mentioned that one benefit of gaining a level is that it's cheaper to cast spells! This is very confusing, and should have been edited. It feels sloppy and a bit disorganized. Since I started this project Ken have told me that everything is basically printed in the order he wrote it. It shows, sadly. The most odd thing of all, though, is that the actual rules for the different kind of spell casting foci are in another booklet! At least there are a very clear mention of this in the middle of page 129, pointing out that you have to read Special Edition Monsters & Magic Book.

One important thing is mentioned here, though, that Rogues can't power up spells. Considering all other limitations on their spell casting is mentioned in the Type description on page 12, I'd love to have seen that added there as well.

The rest of the magic rules consists of the most talked about and least liked part of 7th ed, according to my experience. Some metaphysical reasoning is given, and then it's proclaimed that there's a "barrier" you have to overcome to affect a stronger magical force, Kremm, than your own. The end result is that you, and your target both loose WIZ, but you can't get your spell to affect anyone stronger than yourself. This brings out a boatload of problems.

Sure, you can have a team of Wizards casting spells to drain their target while one of their pals is withholding his WIZ (otherwise you will all just decrease in step and never bring down your target below you) until it can be brought to bear. But, frankly. Can you imagine a party of multiple Wizards doing that, when they can just boost a Warrior with something like a Vorpal or Whammy so much easier?

Also, imagine a Target with WIZ 100 and two player Wizards with WIZ 88 at level 7 and another with WIZ 30 at level 2. The latter are going to cast a spell on the Target. They will both loose some WIZ, right? Now the Level 7 Wizard cast the same spell. But, since he is higher level he will use less magic energy and thus affect the Target less! If he uses a focus it's even worse. It feels distinctly wrong that somebody with more magical power will make the enemy hurt less. Can you ignore the level benefit or "exert yourself" in order to hurt the enemy more? Nah, this just is not working.

I like the idea of Spell Resistance, but this is not a good way to do it. It will involve more dice rolling, and thus more chance, but I think some SR based on the difference in power makes more sense. The idea is good, but I don't like it this way. I'd hesitate to add in more dice rolling since it will both slow down play and make Wizards potentially weaker. Considering you didn't have to roll a INT SR to cast a spell in 5th (now you do) I would hazard the guess that for someone coming from 5th ed it would look even less good. Maybe ditch the INT SR and just have a SR when casting on someone with higher WIZ? Don't feel that good either.

Personally I never liked the "auto pilot" system where you just said "I cast a spell", while a Warrior had to roll to hit. Magic should be fickle and chancy. At least as much as the martial skills are. Taking a tenth of the overpowering WIZ as CON hits instead? Heck, I have no idea how to make it work! Can you tell I'm grasping for ideas? I like the INT SR to cast, but the Resistance rules will go next time I play T&T.

Most of the rules in the Magic section are just as easy going and wonderful as tools as the rest of the system, but the new additions above need to mature a bit. The system if fun, and it works. I do like that you gain AP for making a SR to cast, spending WIZ to cast, and for defeating a monster with that same spell! Wizards can be powerhouses for Adventure Points.

Next week: I'll talk about some of the specific spells, and that extra booklet mentioned above, Special Edition Monsters & Magic Book

Sunday, October 18, 2009

The Entourage Approach

I was reading Fight On! issue #2 today, and came across an article with the same title as this post, by David Bowman. This is not the first time I've encountered the idea, but I at once got to think about something I'd read in my T&T 5th ed rulebook.

This is what Ken writes about how many players you need:
two or three players with up to four characters a piece is ideal. When it is necessary for a GM to try to cope with more than three players, it may be necessary to limit the number of characters they can use at one time
From my perspective it's kind of amusing that the idea to start with one character per player and add characters if you're short of players, seem to be far from Ken's experience. Apparently the norm was to have more than one character!

David writes a very interesting article about how to have one PC as your main guy, and then a Loyal Follower to take over when the big guy dies. It's a neat and workable way to have a bigger choice of what to play, but also to keep continuity when some calamity strikes the party.

I have been talking about troupe style play before, and it struck me as kind of amusing that when that idea was introduced with Ars Magica, that style of play was already way old. The new way was the old way. Nobody knew Ars Magica was that "old school", right?

When I ran my Dungeon of Voorand campaign, I used the "stable" approach with three characters per player. That was my attempt to play it like I'd read they did in Phoenix when the game was invented.

So, if you want to play your game the way they did it "back then". Break out Ars Magica, or read that article in Fight On! Or roll up a stable and play T&T. The more the merrier. I guess they knew it already during the seventies.

Tuesday, July 14, 2009

Plot cupons? How about Whimsy Cards?

Long ago I remember seeing a game supplement like no other. It was created by a company called Lion Rampart, which also created Ars Magica. Me and my friends had that gorgeous game and since we had created many characters to it and felt it had potential, we perked up at the promise of more of Lion goodness. For some reason none of us ever bought it, but I have many times wondered how my later gaming habits might have turned out if we had.

For those of you who don't know what Whimsy Cards is, they can be summarized as small cards the players get to wield and play during a session to influence the game world. It's not possible to suddenly say that they sky is purple, but the cards could be used to introduce twists and turns to the game, like a sudden appearance of reinforcements. Whose reinforcements? That'll be decided in play either by the player who played the card, or by the DM who has to take it into account when narrates what happens next. West End Games once published a game called Torg, which you might heard of. It included a set of cards, not unlike the Whimsy Cards, called the Drama Deck. Like the whimsy cards, they could be used to change the gameplay. Just recently I got hold of the boxed set of Torg, and I plan on actually try it out and see how it works.

Some of you, my readers, might of course have heard of the idea of giving the player narrative power. After all, it's one of they identifying mark of many of the new school indie games. But, even for those of you who might not feel very comfortable or interested in those games, I think the idea of Whimsy Cards is an interesting option. It will keep the game on a firm and familiar footing while at the same time inject some uncertainty into the game even for the DM. Also, having to play cards to get narrative power or other kinds of influence will be a way to pace it and see how much of that new spice you'll like in your game. I'd love to hear how some classic gaming goes with that kind of thing added in. One of these days I'll try it myself.

Tuesday, June 9, 2009

How to nurture Game Masters - troupe style playing?

After writing the report from our play of How We Came to Live Here, I kept thinking of that play experience. We all help setting scenes, and we all help by playing NPCs and develop different antagonists for the heroes. It's a lot like sharing game mastering duties, actually.

Sometimes people think about the hobby, and talk about the need for new blood. One way that have been mentioned across the blogosphere a lot is for having a simpler boxed set of rules in physical stores that stock games. While the idea have merits, I also think that nurturing what we have is also very important. Most of all gamers are players, not Game Masters/Storytellers/Referee/Judge/Dungeon Masters or whatever you want to call it. The late Keith Herber noticed the fact that Chaosium sold most of their books to Keepers, and that it limited their audience. While the idea of splatbooks alleviate this business conundrum somewhat, the idea is still that most sales are not to the persons who just show up for someone else to run a game. This is not just a problem for people who try so eke out a living selling game books, but it also threatens burn out for game masters world wide.

Have you ever heard of Ars Magica? It's a game filled with a lot of wonder and cool ideas. Personally I have not found it very fun, since it is so often more focused on the management of the covenant (the magicians "tower" with it's servants, hangers on and the politics and logistics of running a small town) than anything I consider fun. But, a few of the ideas in that game are worth taking a closer look at. Since everyone have at least two player characters in that game, a magician and a companion, you take turn playing the magicians! They are the most powerful character and everyone thus share the spotlight, sometimes playing their other character. Add to this, which is called troupe style roleplaying, the idea that you also share the GM duties (which is kind of natural when you share spotlight like that) and you have a nice way to train new game masters!

Running a game for your friends takes a lot of time and effort, and it make sense to try to share the burden. Not only that, but it makes it easier to avoid one person burn out because of the work load. I think it could be a nice way to phase new people into the chair behind the screen, and would also be of economic benefit for the hobby at large. More Game Masters means more potential buyers, more possibilities of being creative with your friends, less burn out and overworked game masters. Add to that the possibility of training good skills which might serve you at e.g. work. I think it would be an all win.

It is also very fun.

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