Monday, September 27, 2010
"I really want to game that show!"
Now, those who have been around have heard of licenced settings, and probably have already experienced the problems with those. I have been thinking along those lines again after having seen a couple of episodes of a show called Leverage. Let me think out loud for a moment, and maybe I have something new to say.
To begin with, let's talk about Leverage for a moment.
In Leverage we have, just like the good old Mission Impossible, a setup where somebody have been harmed by a bad guy and the Leverage team agrees to help them out. Then there's the briefing when we get to hear about the bad guy and how he can be approached. Roles get distributed amongst the experts in the team and they get rolling.
Now. Try to imagine that happening at a game table.
In order to make that work, you'd have to have players capable of from an outline of a villains personality concoct a plan to fleece him of his ill gotten gain. Likely? No.
Sure, if you have a team that must include someone who hacks computers, one who's a master at close combat and one actor it means that the plan will use those skills. Apart from that, sewing together a plan and then pull it off is another matter entirely.
This brings me to the problem with gaming a film or a tv show. You can probably never get it to flow that smoothly unless you have very capable players and have some Director behind the GM screen. So much of that which happens roll along fairly narrow paths. The amount of information available must be just right, and everyone must act in the most logical way. All the time.
If there's a way to make this happen by rules, social contact or something else then I far so far not seen it. I guess I will keep watching films and tv shows and dream of those moments of perfect drama and suspense.
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?