Showing posts with label Vampire. Show all posts
Showing posts with label Vampire. Show all posts

Tuesday, March 4, 2014

The Vampire sandbox

I listened to a podcast that discussed the first scenario for Vampire, in the back of the 2nd ed rulebook. I remember when Vampire was the hottest thing, and how I bought that book and pored over it. I tried to figure out how to make a "personal horror" game out of it, and even though we played it a bit it never really fulfilled its potential. Looking at that example scenario do provide some fairly good hints on how the creator, Mark Rein Hagen, really envisioned his game.

The scenario is very limited in its geographical location. There are no extensive secondary world to explore, there are no obvious fights and no obvious treasure. But, there are a crowd of NPCs.

While I never really came to appreciate the "super heroes with fangs" aspects of Vampire, I did find the idea of a NPC based scenario to be intriguing. I've found that it is a challenge to make them flow well, though. If the NPCs one after one come up to the PCs and talk, then walk away to make way to the next in line, it will feel like the players really are standing there with a line of people. To make it still feel like a place, like something is happening, was always a challenge to me.

If we take a look at some scenarios that look like that, which I've had more success with, I at once think of Call of Cthulhu. Many CoC scenarios have many people to talk to, but they also almost always have a strong plot element. Sometimes even so strong it can be considered railroaded. But, I've found that is one of the best ways to make the "crowd of people" scenario work. If you have some plot going on, with things happening no matter what, all that talk doesn't feel as much like it's happening in a vacuum.

Now, you know what I first thought when I listened to how the podcasters (I wish I remembered which podcast it was, but my mp3 player have crashed and I have no copy of the file anywhere and no recollection of how I found it) described the scenario? I thought, "this sounds like a sandbox"! But, often sandboxes are described as a setting, a place, where the players are free to create their own plot and explore freely. This is another kind of sandbox, that is almost not a place and not about exploration. It's a sandbox of people.

I've never thought about that before, and naturally it makes me wonder if anyone have thought of doing a sandbox like that for their game, their old school game of D&D and similar games? Has it been done, or have we not yet left the dungeon?

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.
Copyright 2009, 2010, 2011, 2012, 2013, 2014, 2015, 2016 Andreas Davour. All Rights Reserved. Powered by Blogger.