Showing posts with label Mood. Show all posts
Showing posts with label Mood. 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...
Thursday, May 6, 2010
A shot of science fiction feel
(edit: I managed to mess up the line breaks. Hopefully it looks better now)
I will continue on with the science fiction theme from last post. Now I want to focus on mood and atmosphere, the sense of "being there".
Many years ago I read an article in a gaming magazine about how to evoke the mood of fantasy. One thing that stuck in my mind was how the author had once been running a game for his friends, and when they were packing up for the night one of his players got to see the cover of the module they were playing. He gasped (I'm paraphrasing) "Oh! I didn't know that place was so fantasy!", which for me was very interesting.
That story show how important it is to try to plant the right picture in the minds of your players. Now, some of you might protest that it's the players own business what kind of mental perception they have of the game world. Maybe they just want to roll some dice and hang out, right? True, but if you are playing a game where mood is important, like horror, it might be crucial. Also, it will probably help to give the players a better picture of what to do in the world, and what actions migth be appropriate. Since I wrote that I was going to keep talking about science fiction, I'll start doing that now.
Imagine you quickly, and forcefully want to set the mood for science fiction, and to get the message across that "you're not in Kansas anymore", what do you do? In fantasy you could always resort to having something to do with magic, gods or weird monsters happen. Travelling through the woods, the characters have an encounter with a faun. Fantasy Feeling(tm). Keep trekking and you encounter some standing stones, and the place makes you feel a icy feeling run down your spine and a shimmering haze can be seen around the stones. Fantasy Feeling(tm)!
How about science fiction?
Weird aliens show up! Nah. Too much like fantasy. Weird technology! Isn't that just like magic by another name? I have some trouble with this, actually. For me, things that can happen in science fiction is the vast vistas of space, the impact of science and technology on society. Kind of hard to put into play unless it's a long campaign.
All the time I have tried to start a sf campaign it have fallen apart. Maybe not that surprising, considering the confusion that have come clear from thinking about it this way. It will take some more work for me before I try to run sf again. I did find a page about Star Frontiers which almost made me want to do it again, at once. We will see.
I will continue on with the science fiction theme from last post. Now I want to focus on mood and atmosphere, the sense of "being there".
Many years ago I read an article in a gaming magazine about how to evoke the mood of fantasy. One thing that stuck in my mind was how the author had once been running a game for his friends, and when they were packing up for the night one of his players got to see the cover of the module they were playing. He gasped (I'm paraphrasing) "Oh! I didn't know that place was so fantasy!", which for me was very interesting.
That story show how important it is to try to plant the right picture in the minds of your players. Now, some of you might protest that it's the players own business what kind of mental perception they have of the game world. Maybe they just want to roll some dice and hang out, right? True, but if you are playing a game where mood is important, like horror, it might be crucial. Also, it will probably help to give the players a better picture of what to do in the world, and what actions migth be appropriate. Since I wrote that I was going to keep talking about science fiction, I'll start doing that now.
Imagine you quickly, and forcefully want to set the mood for science fiction, and to get the message across that "you're not in Kansas anymore", what do you do? In fantasy you could always resort to having something to do with magic, gods or weird monsters happen. Travelling through the woods, the characters have an encounter with a faun. Fantasy Feeling(tm). Keep trekking and you encounter some standing stones, and the place makes you feel a icy feeling run down your spine and a shimmering haze can be seen around the stones. Fantasy Feeling(tm)!
How about science fiction?
Weird aliens show up! Nah. Too much like fantasy. Weird technology! Isn't that just like magic by another name? I have some trouble with this, actually. For me, things that can happen in science fiction is the vast vistas of space, the impact of science and technology on society. Kind of hard to put into play unless it's a long campaign.
All the time I have tried to start a sf campaign it have fallen apart. Maybe not that surprising, considering the confusion that have come clear from thinking about it this way. It will take some more work for me before I try to run sf again. I did find a page about Star Frontiers which almost made me want to do it again, at once. We will see.
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