Tuesday, November 29, 2011

The Hils Rise Wild - some impressions

Last Saturday we played The Hills Rise Wild for Call of Cthulhu. Now after the fact I'm wondering why I decided to play that scenario? Let me put it this way.

In the scenario, the text describes how the players are introduced to the events and then sketches out a trip into the wilderness and then on day three, it say "this is when the scenario start for real" (paraphrased). There's a problem there.

As written, this assumes that it takes two days to travel to where the scenario start. When we ran it my players checked the capabilities of their car and we looked at the maps of New England I had printed out. It turned out the actual travel time, unless you stop and ask the locals every mile, is one hour. Have I missed something, or have the author only assumed that the investigators stop every mile? Nothing in the background and the introduction suggest that. I guess you could me a sloppy Keeper, but this was something I did not foresee.

I'm going to suggest something.

When you write a scenario which needs a trek through the wilderness, you need a map and a preferably hex grid on it. Discrete units of travel, like hexes, makes it possible to easily measure how far you get in a certain time. Also, if there are to be things happening while travelling, make a list of encounters and/or a random list.

Nothing really broke down, but if the author had intended the scenario to be a slowly building event, there should be in the adventure and not glossed over. I thought the stuff that was in there, but when actually trying to run it I improvised most of it.

Now, why didn't I see this coming? Maybe it takes some training to see what is a good scenario and I think that this kind of scenario, wilderness hex crawl for lack of a better word, is not something I'm very comfortable with.

Monday, November 28, 2011

An interesting way to start a sandbox

I have been listening to podcasts again. Yeah, I do that a lot. Me and my spouse cover different ones. She listens to 'casts about book of fiction and science news while I enjoys listening to people talk about ways to explore and invent imaginary worlds. Yeah. Solid stuff.

I did pick up a nice idea from the Happy Jacks podcast which I now have listened to a new episode of. Blame none but me if you think the following is stupid, though, it's my interpretation of an off hand remark made on the show.

For me the idea of a sandbox hinges upon the very proactive players. Frankly, I have seen few that would fit the bill. So, how about a way to show them the possibilities and wet their appetites before letting them loose? I'm thinking like this. How about you start your sandbox campaign with a pilot? You know how they do tv-shows, when they have a longer pilot episode where the main players gets introduced and suitable arenas of conflicts are delineated? I'm thinking that maybe that is a good way to start a sandbox campaign.

The way I would do that, would be a short but quite scripted episode where I expose the players through a simple plot (yes a predetermined one), to the things they then can poke and prod to their hearts delight. That way you would show how a story could look like in this world, and who the powers are they might want to topple, or play nice with. Naturally this would be strict by scenes, with time limits and also by cut scenes. Very focused and railroady.

Then I'd let the loose.

I wonder if that would fly?

Sunday, November 27, 2011

Alignment and brain damage - a new deal?

I was listening to the Happy Jacks podcast, and in a midst the jolly bantering someone suggested (not very seriously, I gather) the alignment one step beyond "chaotic good" namely "chaotic better".

I could dig that.

Monday, November 14, 2011

CoC character generation

So, this weekend we generated some character for CoC. I will be running The Hills Rise Wild when we next meet. It will be interesting.

I decided to include as much cool stuff from Trail as I had earlier been pondering. Drives, Pillars of Sanity and all core clues from Occupational Skills of 30% or above. I also added in a starting max of 85% and the Trigger Event from Unknown Armies. I think it will fit well.

We now have a lady reporter, a private eye and a businessman and gentleman scholar. It will be interesting...

Wednesday, November 9, 2011

Hexcrawling Call of Cthulhu

This coming Saturday I'm supposed to be running a Call of Cthulhu game. I guess it goes without saying that if you plan on playing in that game, the rest might be less fun to read before the game.

Since I like Arkham, and I own the sourcebook, I had planned to run the scenario The Hills Rise Wild from that book. But, some parts of it I'm not very sure on how to handle.

Basically, the scenario is about finding pieces of a crashed meteorite. While searching in the rural outback the investigators will find this cabin where a homicidal maniac keeps his family in thrall, and plans to do the Investigators in as soon as he can.

The problem I'm having is the part where the players are supposed to be driving around in the rural outback, talking to farmers and searching the area for hints of a crashed meteorite. How do you make that part fun?

Looking at the scenario I think it's quite likely that rolling a few rolls for reactions, rolling a few rolls for search skills and then suddenly start to flesh out a cabin and some individuals living there, will be a dead give away that seems people are special and probably the main focus of the adventure. In CoC that means scary stuff to run away from. It will be a very short session if they do.

Improvising some odd rural folk and their quaint tales I can manage, and probably also describing the increasing decrepitude of the area and buildings. But, how to make the search in the fields interesting?

Anyone have any experience running that scenario, or have any hints on how to make a rural trek and meteorite search more engaging, so as to not bore the players until they get to meet some crazies?

Friday, November 4, 2011

Whos's the big kid on the block?

I guess many of you have read the news about Pathfinder outselling D&D? Personally I find the entries lower on the scale more interesting. Is really Dragon Age and Shadowrun that popular! Boggles my mind.

Wednesday, November 2, 2011

Playing Lady Blackbird

Last Saturday, I ran Lady Blackbird with a couple of friends. It was fun and everyone laughed a lot. Still, it was not as I had hoped it would be.

For those of you who doesn't know, Lady Blackbird is both a scenario and a game system. John Harper designed it, and distributes in freely on the web (see the link above). It's a pdf with a setup, some sketchy setting information and five characters with a rules summary. This means that all the time when you play Lady Blackbird, the character will be the same, and it will start the same way and diverge from there.

So, what did I like? Well, the game system if easy enough and the character are all fun an easily triggers ideas for play. Also, all characters have relations to each other and other forces in the world. It's a good setup.

So, what did I not like? Well, the game system really demands you to invent stuff. You should go out of your way to really, really grab xp at every opportunity. You should also look for opportunities to reinvent the character and take the meagre stuff on your sheet and develop it, though play. You think this all sounds like positives? Yeah, kind of. But, it also mean you have to have proactive players. You have to be able to design and add to the setting as a player. This is not for everyone. Actually, I think the old saying that a good GM can make anything fly is wrong. Good players, can make anything fun! Mine weren't too bad, actually.

What am I complaining about then? Maybe I'm just teasing, to make a bland post more dramatic? Anyway.

It went well, like I said. But, it took quite long in the session until people actually remembered their keys, and that they gained xp for them! Also, I tried to follow the GM advice and ask questions and follow along, and not try to steer the action. Those times I tried to force the issue by pointed questions about how people felt about being treated "like that", they more often than not shrugged and let it pass. But, it shall be said that they did create more trouble for themselves after a while anyway. I just wished they had responded like I wanted them too! Yeah, I know. They did well.

Now I want to run this game again, to see if it will differ as wildly as it seem to have done, in podcasts and forum posts. Interesting game.

Sunday, October 23, 2011

What are the strength of a table top rpg anyway?

I was pondering the ways people approach their rpg sessions lately. One brain child of that was my previous post about Rifts. Now I have been thinking about that roleplaying aspect again, and more specifically the immersion some of us crave.

For some they see the game session as an opportunity to wind down, kill some orks and hang out with their friends. Yet others play it as they would chess or a game of bridge, they sit down with some strangers, maybe in a game store, and try to manipulate they rules and procedures in order to grow and develop their in game persona. There are more than one way to approach a rpg session.

Like you might know by now, I love the old school games with their relaxed attitude and how they are first and foremost games. But, I also like the new school games, the story games which focus on enforcing themes and crunchy parts for things like relationships.

It's not unheard of the latter to focus on more emotionally engaging subjects and themes. A game of that school might actually be intended to emotionally engage and challenge not only the character, but also the player. I find that interesting, in more than one sense.

When you sit down to play a game with strangers in a game store, you might prefer a game which lets you sit in your comfort zone. You do stuff which anyone can understand and follow along, without getting their panties in a twist.

Compare that to a game of Rifts, playing Coalition soldiers. For some that is just as abstract as playing chess. You gain XP by wasting the opposition, fair deal. For some others it might make them sit up straight and wonder what it means to play racist bigots with guns.

A few years ago I could see and hear how gamers I used to play D&D with now talked about how they had a "raid" or a "run" to attend with their guild in World of Warcraft. They had been hooked and online gaming took time out from planning a face to face session with friends. Personally I thought it was nuts!

Now, consider that WoW probably does that part of "playing an abstract logical game of chess with strangers" part quite well, what is left for the table top?

Maybe, just maybe, those games which plays best with friends, or at least with people who might like to get somewhat emotionally engaged, is what is uniquely well done by a table top rpg?

Could it be, that when immersion is key, is where these peculiar games really shine? I have a very varied view of the would be thespians at the table, but I do think going that extra step while engaging the game is what WoW will not let you do. For good, or bad...

Tuesday, October 18, 2011

Dogs of the Riftsyard

Have you ever played Rifts? Maybe read a few of the books? Even owns a copy of the game?

For some reason (yeah, I know), this game often makes people blush or just have them talk about how they are above that kind of stuff. I'm not. I like that gonzo shit.

Now, I've been thinking about how to play Rifts, and using any kind of game system but the one in the book. Stay cool Kevin, I'm not going to be publishing any conversion notes! But, that game probably could work with what it got. Hey, I'm thinking of a cool way to approach the setting.

I was listening to the very cool podcast Canon Puncture Show and in it the idea was suggested to think of the setting from a new perspective. The idea was to merge Dogs in the Vineyard with Rifts. This got me thinking. I would do this, but take it one step further than suggested in that show.

So, in DitV you play 18 year old virgins, with guns, who have been educated to act like god sent emissaries of mail, doctrine, justice and death. You are supposed to enforce a social rule which many people find quite medieval at times. In the North America of Rifts we have another society, The Coalition, which is a hundred times as unpleasant. Basically it's all the racial elitism and militarism of Nazi Germany or some of the gun toting nut jobs around even today.

Now, mix and stir.

You play young soldiers in the Coalition, and not only are all the aliens out there really out to get to get you, that racial supremacist ideology is the last hope of mankind. How about that?

That could be a very interesting game about hard choices, ethical dilemmas when you explore the truth of that ideology. Maybe it could even be quite interesting as a very black comedy.

Lot of people probably would not get it at all...

Sunday, October 9, 2011

Some musings on skills

I was listening to the Roll for Initiative Podcast, and they were talking about non-weapons proficiencies and "skills" and it dawned on me when skills work and when they don't.

In BRP you have skills, lots of them. You also have stats, and sometimes you roll against those. Usually those are the Luck, Know and Idea rolls which are stat x 5 for a percentage. More often than not, those are only used when there are no special skill, or for specific procedures or mechanics detailed in the rules. The specific skills are mostly based on the development points you put in there, even if high stats might give you a slight bonus in some incarnations of the system, like my beloved Stormbringer.

In Warhammer (1st and 2nd ed. at least) you mostly roll against your stats (weapon skill is a stat, I'm just saying...) and the skills you have just gives you a bonus to a stat check. They are mostly feats or talents to diversify your class. You either have a skill or you don't, so you don't develop them with points.

In 1st ed. AD&D (and 2nd ed.) the proficiencies are legion, and they are bascially skills for lot of different special knowledges. To use them, you basically roll a stat check, with a bonus.

In the Nalfeshnee edition (Type IV you know?), you have a very short list of skills. They are based on development points, but bonus from stats play a significant part. You roll the same die as when you, say, make a save.


Do you see some patterns?

This is how I rate those system on a subjective enjoyment level.
1. BRP skills are fun, worth my time and they make the game interesting
2. WH skills are nice for colour, but I depend on my WS and my I.
3. Why not just roll a stat check?
4. "I need to solve this problem? Gee, I wonder what I will choose? I seem to have one skill for stealthy stuff so I roll that I guess. Was it just like a stat check/save you said? Can't I just use my DEX?"

While it might not be the same thing for everyone, I think I've found out what works for me. In 4th ed. they don't really present you with much a choice. You can have any colour, as long as it's black. right? In WH I have a schtick which I can groove on for colour. Nice. In AD&D, why didn't I just roll my DEX?

I think a game which uses skills should have a mechanic that feel fun and involved and don't feels like it could have been a stat check. They have to be something clearly different from a stat check. Preferably they should be something which not everyone off the street can be expected to have access to. Also, when you have a cool skill mechanic, the choice to roll a specific skill must involve some choice and diversity, to allow for multiple ways to place those development points while still build viable adventurers.

Your mileage might differ. I really like CoC, RQ and Stormbringer while 4th ed. bores me to tears. My summary would be: if you tack on a skill system, make it large enough to matter and roll off your stats otherwise. 
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