After thinking about how some science fiction novels differ from my sf gaming, and how a simple western can be told very differently, my attention turns to Star Wars.
If you've read what I've posted here lately, you might recall that I was thinking of running a session of D6 Star Wars for the kids. I've taken out my rulebook, and read the basic mechancs, the combat and now also the GM advice chapter.
In the latter, the text tries to tell you how to transfer the experience of watching the Star Wars movies (back then there was only three) from the medium of film, into the medium of a rpg. That is, just the migration I was struggling with before. Some things have struck me as interesting in this part of the book. I'll summarize some of the advice in the GM chapter, and write some of my impressions from those. I'd say there are two big things they concentrate on. The first one is mood, tone and feel in general and the second one is rules. There are also some advice on presentation, which I found extra interesting.
In order to make the game feel like a SW movie, they suggest you make sure to do like in the movies. There are droids in the movies, make sure there are droids in your game. There are aliens in the movies, so make sure there are aliens in your game. They even cite some scenes that showcase some of those things, and urge the reader to try to capture that same "wow" feeling you got when you saw it in the films. These are the trappings, and tropes, which makes it "it". I totally see how that can work. Imagine a game about Middle Earth without hobbits, and you miss out on some of the most iconic things about Middle Earth. So, bring lots.
How all those are used is also mentioned. There is a specific way to tell a story in Star Wars. Scenes are introduced in the middle of the action, the pace is quick and the canvas is broad and the scope is epic. Also, there is a story. I'd say that the wandering murder hobo is far removed from the feel of Star Wars. While the idea of tropes makes sense, I think this is quite key in order to make a property that is not originally made for rpgs work. In a film there is a structure to the telling of the tale, and you probably need to at least simulate that or give the feel of it to make if feel right. Maybe here is where my sf stories in games and the ones I read about differ.
Then there are the presentation. I found it quite interesting to read that they suggested the introduction to an adventure be a short script the players read out/act out before they jump feet first into the first scene. I wonder, did anyone take that and ran with it? I've never heard of it, but it's an intriguing idea. The idea to use establishing shots and cut scenes, where the GM basically presents the narrative like a film does it, is cool and quite different from most rpgs. In the book they even suggest you narrate things the PCs can't see or know, to build tension and structure to the narrative. This I have actually tried myself in a Star Wars game me and a few friends did at a convention many years ago. It worked nicely, I think. Maybe this is what's needed to make it feel cinematic, in the truest sense of the word.
Lastly then, the rules. Most of us who have been around are aware of the idea of utilizing the rules to support or hinder a style of play. Three things I found interesting is this section. First off the book emphasize the need to avoid anti-climax. This is paired with the suggestion that failure is good. I think this is probably a good way to get that free flowing feeling of "keep the action fast" they advocate. Sure, you might have failed your roll, but that just mean we have some new dramatic tension for the next wild stunt coming up. But, of course, this is where rpgs in general differ from other media. It almost never happen in a book or a film that a protagonist fails. If they fail they often get another chance or the next scene adds something that changes the conditions. Still, it pays to remember it. Then there's the last thing, mentioned more than once. Fudge the rules. This is not a game where they suggest that "the dice fall as they may", and I think that in order to make it feel like Star Wars, they are right.
Compare this to how things work in Dramasystem, or Gumshoe where Robin D Laws has designed systems according to resource management for the player to get "screen time" and be able to shine. In WEG Star Wars they go so far as to mention the "illusion of free will", and I think it ties in with the suggestion to fudge the dice rolls. I have fairly limited experience with both Robin's designs and the D6 system, even though I have played them. But, I to the feeling of being, "in there" and participating far more when I rolled dice. Rolling dice and the GM fudging things so they do not contradict the dice, but also don't follow it slavishly, made for a fun game. Actually I think it makes for a funnier game than the two systems mentioned above by Robin D Laws. I think I will get back to this. It might only be me.
I think here are some really core points for translating the narrative from one medium like film to a rpg. Many times I've heard that this GM advice chapter is one of the best written, and I think it is indeed really good. I'm not sure all of them can be used to make True Grit into and awesome rpg session, but some might do.
I really need to make this Star Wars game for the kids happen, because now I'm really pumped up about this game!
Showing posts with label Star Wars. Show all posts
Showing posts with label Star Wars. Show all posts
Friday, November 22, 2013
Saturday, November 16, 2013
Shaping the next generation
Last night one of my kids told me roleplaying games sounded fun, and it became clear that some kind of "try it out" session with some friends from school had to planned. Imagine that. I'm amazed that it has come to this. Who would have thought that, eh? Maybe having shelves overflowing with games in the living room was a great idea after all.
Since the kids are right now crazy about Star Wars legos, and the Star Wars themed Angry Birds game, they want to play a Star Wars game.
For me there's only one Star Wars game, and it's the WEG one with the d6 pools.
Time to crack open that rules book and refresh my memory, there's a new generation to make into gamers!
I hope there's some Force around when I need it...
Since the kids are right now crazy about Star Wars legos, and the Star Wars themed Angry Birds game, they want to play a Star Wars game.
For me there's only one Star Wars game, and it's the WEG one with the d6 pools.
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| I just grabbed this of the web, not my picture |
Time to crack open that rules book and refresh my memory, there's a new generation to make into gamers!
I hope there's some Force around when I need it...
Sunday, May 13, 2012
T&T hacks - D6 Star Wars
Some people likes their games wild and crazy, some want it more downplayed and subdued. If you like me have looked fondly on DARO (Doubles Add and Roll Over, the exploding dice mechanic of T&T) results in the stratosphere, you probably like it wild.
Maybe T&T does not need any more of that juice? Well, let's take a look at another way to inject some unpredictability in your game. Let's take a cue from the WEG edition of the Star Wars RPG.
In SW, you used a dice pool system. Traits where rated in dice and you gathered them all up and rolled and summed them. Kind of familiar territory so far. There was an additional quirk, though. In addition to the dice from your traits, you also rolled a Wild Die. Since I only have the 2nd ed. of the Star Wars game, I am not 100% sure if this mechanic was there from the start, and I know it was tweaked in later editions of the rules. So, what use is the Wild Die? Simple. It makes a situation a little more interesting.
To incorporate the Wild Die in your T&T game, just take one of the dice you use and make sure it's special. My T&T dice used to be the black ones with a troll or the T&T logo instead of a one, but I gave all those away. Nowadays I use ten white Gamescience dice. For a Wild Die, I use my blood read die with the Minotaur logo from my former FLGS. Make sure it stand out!
When you roll your dice, keep an eye on that special one, the red one in my case. If it turns up a six or a one, it's time to rumble.
1. Something just happened, and it is not to your favour. If you made your roll, you still made it, but another complication shows up. Say that you rolled a SR on DX to jump over a chasm. Maybe you got over safe, but that belt pouch of yours dropped down into the depths! Say that you rolled a SR on CHA to intimidate those hyenakin you let you pass, but now they insist on accompanying the brave adventurers and making a nuisance of themselves and making it impossible to sneak up on that dragon. I don't think I have to give any examples of what happens when you fail and roll a 1. Bad stuff. You'll have to determine before the game how harsh you want to be.
6. Some just happened, and it was to your favour! If you failed your roll, you still failed, but something happened that opened up new venues to approach the problem. Say you failed to intimidate that hyenakin chief, but he instead haughtily proclaim that such an insult to his honour has to be answered the traditional way, with a duel. At the chess board. Maybe you'll win that challenge? The icing on the cake that a success and a 6 is combined need to be elaborated. We all like cake, or pie. Maybe both.
Optional: I think the Wild Die is used to best effects on SRs on stats, but feel free to add it to combat as well.
I hope you think these hacks sounds interesting and inspire you to try them, or your own variant thereof, in your next T&T game.
Fight on!
Maybe T&T does not need any more of that juice? Well, let's take a look at another way to inject some unpredictability in your game. Let's take a cue from the WEG edition of the Star Wars RPG.
In SW, you used a dice pool system. Traits where rated in dice and you gathered them all up and rolled and summed them. Kind of familiar territory so far. There was an additional quirk, though. In addition to the dice from your traits, you also rolled a Wild Die. Since I only have the 2nd ed. of the Star Wars game, I am not 100% sure if this mechanic was there from the start, and I know it was tweaked in later editions of the rules. So, what use is the Wild Die? Simple. It makes a situation a little more interesting.
To incorporate the Wild Die in your T&T game, just take one of the dice you use and make sure it's special. My T&T dice used to be the black ones with a troll or the T&T logo instead of a one, but I gave all those away. Nowadays I use ten white Gamescience dice. For a Wild Die, I use my blood read die with the Minotaur logo from my former FLGS. Make sure it stand out!
When you roll your dice, keep an eye on that special one, the red one in my case. If it turns up a six or a one, it's time to rumble.
1. Something just happened, and it is not to your favour. If you made your roll, you still made it, but another complication shows up. Say that you rolled a SR on DX to jump over a chasm. Maybe you got over safe, but that belt pouch of yours dropped down into the depths! Say that you rolled a SR on CHA to intimidate those hyenakin you let you pass, but now they insist on accompanying the brave adventurers and making a nuisance of themselves and making it impossible to sneak up on that dragon. I don't think I have to give any examples of what happens when you fail and roll a 1. Bad stuff. You'll have to determine before the game how harsh you want to be.
6. Some just happened, and it was to your favour! If you failed your roll, you still failed, but something happened that opened up new venues to approach the problem. Say you failed to intimidate that hyenakin chief, but he instead haughtily proclaim that such an insult to his honour has to be answered the traditional way, with a duel. At the chess board. Maybe you'll win that challenge? The icing on the cake that a success and a 6 is combined need to be elaborated. We all like cake, or pie. Maybe both.
Optional: I think the Wild Die is used to best effects on SRs on stats, but feel free to add it to combat as well.
I hope you think these hacks sounds interesting and inspire you to try them, or your own variant thereof, in your next T&T game.
Fight on!
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