Showing posts with label Primetime Adventures. Show all posts
Showing posts with label Primetime Adventures. Show all posts

Wednesday, December 14, 2011

Why this focus on sappy tv shows?

This is a rant. You have been warned.

Have you looked at some of the games labelled as "storygames" or games about which the designer sprouts exclamations like Story Now? I have, and while I love some New School Forge games, some things makes me sigh.

This all begins with Robin Laws (my Robin Laws number is 3, by the way).

I was listening to a recorded session from Dragonmeet, namely the Pelgrane Press session with Simon, Robin and Ken and they talked about upcoming stuff. One thing Robin was working on was something called Drama System. This was presented as yet another attempt at trying to use the narrative structure of other media in a rpg.

Often when new school games borrow ideas about narrative structure they seem to think of TV shows. Actually, a few games by Robin Laws does this. There are a couple of games that explicitly try to minic TV shows, like Buffy, Smallville and Primetime Adventures. My experience with those games are not positive.

So, when I heard about Drama System I triggered on the word "relationships". I have realized that one reason I'm not very fond of taking inspiration from TV shows is that I really don't care for relationship focused TV soaps.

Why are all these Forgie New School games so focused on relationships? Some designers talk about how odd it is with the classical adventuring party, outside of society and without any natural human bonds and relations. Others talk about how interpersonal conflicts drive drama and immersive roleplaying.

Those who have games with me know that I can go bananas with funny voices, in character speak and that thespian spiel. But, I can also play the game with the characters as chess pieces when I want to focus on e.g. world or story exploration (going along the rails, for the heck of it). I think both is valid roleplaying.

So, why is sappy tv shows the norm for serious character development? I don't think it's anything wrong with it, but I am bored of it! I have relationships already, to friends and family. Why do I have to have that in a game?

Rant over.

As usual, the real world is a bit more nuanced and if it seems like I was slagging a certain designer, let it be known that I received my copy of Robin Laws Skullduggery yesterday, and it looks like great fun!

Tuesday, February 9, 2010

More campaign styles

I have been talking about Sandboxes, Story and Emergent Campaigns for a while now. Never did I imagine that someone had already made a far longer list. Take a look at this one, and see what you think.

One thing that's interesting with that list, is that it's a different level of granularity. The Poverty Campaign for example, focus more on how the game will feel like as a player. Noteworthy is also the Internet Campaign, which focus more on the arrangement for play that its contents.

The three campaign styles mentioned above approach the subject from the perspective of a GM, or at least from a top-down view. Maybe the degree of granularity in the vocabulary, and a difference of viewpoint can help us get a more useful toolbox for rpg criticism. At least the vocabulary is about using words somewhat like their everyday usage, which Forgespeak don't do.

What are the things worth considering when starting a campaign? I will try to make a list of things I think are important.
  1. What are the level of GM control?
  2. What will be the feel and power level experienced by the players?
  3. Who or what will be the engine of the game? 
  4. Which rules set will help/hinder/enforce the ideas above?
A campaign with heavy GM control, powerful characters, a strong NPC and detailed and crunchy rules will have a very different feel from a campaign with player narrative, low power level, inter personal conflicts and rules which gloss over combat. I have been a GM in a Vampire game like the former one and played in a Primetime Adventure game like the latter one. I didn't like either of them! Worth noting is that none of Sandboxes, Story and Emergent Campaign describe all the nuances mentioned. Is this worth expanding upon? Until it has left my brain I probably will mull it over some more, for my own peace of mind if nothing else.

Thursday, December 31, 2009

Best and worst of 2009

At the end of 2009, I have taken a few moments out of the family holidays to summarize the year. Tomorrow I will post my vision for the new one. Here we go.

Worst all categories – Outlaw Press
Thinking back on 2009, nothing stand out as clear as the scandal of Outlaw Press. While D&D have seen some support for multiple editions all through the years, T&T have fallen to the wayside since the late eighties. One fan publisher have, using POD technology, been fanning the flame and been publishing a steady stream of adventures and rules. You can see that for us T&T fans, that fan publisher was our pride and a focus of interest and fan writing. Then it turns out that James Shipman, the publisher in question, had stolen materials he published, and reprinted without permission. Also, nobody knows where that art he used came from, and it sure have been stolen, by Shipman or his source. Shipman do have some bad habits so who knows?

Hopefully it will end up in court finally and some sort of restitution made. It's not exactly strange that all that pride and focus of interest have soured, and while the feelings are still strong they have changed flavour. I could strangle that guy! But this is for the lawyers to take care of, and I only hope lack of funds wont stop justice from being served.


Worst game experience – Primetime Adventures
Now, this is an odd one. PTA is not a bad game per se, but it is my worst game experience this last year. The mechanics are well crafted to emulate the way a story evolves in a tv series. But, if you had strong Traits that tied your character into conflicts and relations with the other characters, by necessity all Traits would be used in every scene and conflict. It made the Traits mechanically useless and all conflicts always had the same chance of success. Was this really the intention?

But, what make PTA my worst game is that I played it for social reasons and not because I liked the game. I hated it, but wanted to hang out with my friends, and I really wanted to have a game group to play with. If you wonder why one of your players is kind of vacant and don't seem to really engage with the group, check to see if he might be hanging around for social reasons and would prefer to play another game. I got to play another game later on.


Saddest news – Dave Arneson (and way to many more)
Since our hobby is fairly young, we still have our founding fathers among us. Or at least a few of them. A sad effect is that the hobby have left the toddler stage, and some of the Great Old Ones are getting old. While the death of Dave Arneson inspired me to share my love, hopefully other more joyful happenings can inspire us to share as well.


Best Game – T&T
For me this was the year when Tunnels & Trolls became my gaming focus. Having read about old school gaming, about Megadungeons and how it was the hobby was shaped in those elder days of yore I managed to get some people together to actually play. That, and the fact that the game works so well for what it is intended to do, won it a place in my heart as a favourite.


Best Adventure – The Fane of St Toad
While the death of Dave Arneson was a blow to us all, the memorial session of Mike Curtis' froggy adventure The Fane of St Toad was very emotional for me, but in a good way. It was a victory for T&T as a simple a quick system for on the fly conversion of adventurers written for other games, and a victory of mood and glorious combat against insurmountable odds. Exploding frogs, who can resist that? Thanks Mike! Thanks Dave!


Best news – the OSR publishing effort
Once the hobby was all about making shit up. Then the idea got lodged in the brains of people, as witnessed by Tim Kask, that the company they bought the game from had better ideas than they. Nothing exactly helped people get out of that mindset when Gary Gygax wrote his rants about the true way to play D&D. When I first laid eyes on Pegasus Magazine, and other publications from Judges Guild, I loved them all. That cheap newsprint and the oozing feeling of hobbyists pouring out their love for the game reached that soft spot. Seeing that going on once again, this time as a pdf freebie online, a cheap booklet available from Lulu or somebody's webpage or blog is heartwarming. The publishing efforts in the OSR is one of my best memories of 2009.



Best Game supplement – Fight On! Magazine
Having said that, Fight On! Magazine must be mentioned as a inheritor of Pegasus or Dungeoneer. That rag have the same kind of wild and crazy mix of just about anything. I love it.




Saturday, September 12, 2009

Roleplaying and tv shows, films and other media

Last Thursday I got back with one of my former gaming groups. The game master is a world builder and a tinkerer, so his games always have a very personal touch. He had been taken by the format of the Buffy and Angel games, and the idea of the game as a tv show, which is something I've thought a bit about.

I played a short season of Primetime Adventures earlier this year. That game is designed to give the feel of a tv show. You have a "screentime" stat for each episode, and you have game mechanics to enforce a kind of game that give that feel. I didn't like it. It felt very much like a tv show, but I realized that all those personal interaction my friends talk about when their favourite show is the topic of the day, that is not my thing. The soap opera element, if you can call it that, is not very enjoyable to me. Sure, interacting with NPCs is fun, especially if you don't only do if to gain a favour or service of some kind. But, to have the game focus on my inner struggles and my relations to my friends doesn't sound like the kind of "adventure" and thrill I seek at the table.

Now, is our game it wasn't too bad, since my friends have already set a lot of wheels in motion and I got to enjoy that by watch and participate in weird things happening. There's also a lot of exploration of the unknown in the setting, so I think I'll enjoy it. I was thinking, in light of the railroading discussion, that if you have a tv show style of game, then the game master probably have a season script and a plan for what will happen. It will be interesting to see if I will perceive that, and be annoyed by it. If it will be rails, and I'm supposed to be doing "exploring my relations" game, then I'll tire quickly. I wonder if I've ever thought so much about a campaign before as a player?

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