Showing posts with label spirit of the century. Show all posts
Showing posts with label spirit of the century. Show all posts

Friday, November 24, 2017

Character Creation: Yesterday's Tomorrow

Haven't made a character in...well, about a month. It's been a shitty month. Anyway. I've been going through my old links on the chargen project and updating them (some of them went to my old LJ, which I've deleted, so I'm changing them so they go to my Dreamwidth account, which has the same content but isn't LJ), and it got me wanting to make a character. So here we are. I picked something quick, though.

The Game: Yesterday's Tomorrow
The Publisher: John Wick Presents (this game appears in the Big Book of Little Games)
Degree of Familiarity: None, but the system is similar to some of his other ones, and the setting/theme is basically the same as Spirit of the Century or Adventure!
Books Required: Just the one.

 
So, this game started as a request for a steampunk game, but it's got no discernible elements of steampunk that I can see. Instead, it's pretty based in action/pulp, which of course is awesome.

We start off by choosing an archetype, marking me as a Hero of Action, Mystery, Romance, or Science! (Note: The book says "Man of Action," but "Hero" of everything else.)

I dunno. My Adventure! character was very much a Mystery kind of guy, while Spirit of the Century was Science. I could do Action, I guess. I don't have much of a concept kicking around yet, though. It'd be interesting to try Romance, though I'm not much in the mood for that. Fuck it, let's stick with Action. We'll name my hero Winston Conway! Sounds dashing.

So now I do styles, which, coincidentally, are the same as the archetypes (Romance, Action, Mystery, Science). Why not link these two steps? WHO KNOWS. Anyway, I get 5, 4, 3 2 to put in these, and I'll obviously put 5 in Action. I'll put 4 in Romance (like I said, dashing), 3 in Science, and 2 in Mystery (not a sleuth, this guy).

Next step is Advantages! I get five advantages, or five points to spend on advantages, but they don't seem to have different point costs, so really I just get five. They can be Companions, Talents, or Reputations (or I could make one up).

One thing I do like: On the character sheet, there's a section for a Sidekick, with all the relevant slots for numbers. You know, I think I will take a sidekick for Conway. I kinda want Conway to be a driver of some kind - motorcycle, maybe? (I feel like airplanes are too limiting.) So I'll take Vehicle as an advantage, and then I'll take a Sidekick who can maintain it and add gadgets.

So my sidekick is my goddaughter Amy Lewiston, daughter of my best friend Artemus, killed in Her Majesty's service (Conway's not British, but Lewiston was). Amy gets a style at 3, one at 2, and one at 1, so clearly that's Science, Mystery, Action, respectively.

Anyway, Amy developed my motorcycle (complete with detachable sidecar and front-mounted cannons) based on her father's designs.

Right, so that's two advantages down. I'll take Talent: Dashing Smile, Fighting Style: Pistol Whip (Conway can shoot, but he'd rather crack a dude with the butt of his gun), and Talent: Driver. That's all five of those, then.

Next step is Flair! This is three descriptive facets of my character - doesn't give me a bonus, just makes me stand out. So, Conway's are: Flashy smile, aviator jacket, and silver-plated pistol.

And finally, my Serial, which is an idea taken from Spirit of the Century (and the game text says as much). This is just a title and a summary, so the title of Conway's serial is: Onward to Victory! (Wartime propaganda, maybe?) The summary is: "Nothing can slow Winston Conway down...except maybe her!" (Her, who? Something for the GM to play with, I think.)

And that's done, in fact.

Wednesday, March 6, 2013

Armies of Mars: Final Chapter

Monday night we played the last session of Spirit of the Century: Armies of Mars. Good times were had by all.

The group split up again, and it was really useful that they did, because Michelle was late getting home. However, because of the way the group was split (Gar/Justin, Elitza, Reana/Xax) I could run the segments without delays.

I wish, in some ways, that we could have had a final scene with everyone together that used dice, because we kinda glossed over mechanics for the Siege of Xenon. But by that point, it was getting late, we knew what we wanted to do and I didn't see any real value in stretching it out. I have mentioned, in various other posts, that it annoys me when GMs through challenges and dice rolls and fights in just to keep things from being "too easy" for the players. I rather the story come to a satisfying conclusion. And it's not like we didn't have risk. To wit:

After the last session, the characters had split up. Justin and Gar, riding skimmers that Xax had modified to be faster, sipped after Mar'ik and his remaining troops. They caught up with him and attacked!

They engaged in some dogfighting, and things looked pretty grim for Justin at first (he doesn't have any Pilot skill to speak of). And then he started fighting like an Earth-man, jumping from skimmer to skimmer and crashing them into each other. Mar'ik, for his part, attacked Gar, and came within a single roll of killing him (he had mild, moderate and severe consequences, no Fate chips). What saved him was his ability to defend using Guns, and Justin's assistance. Mar'ik wound up plummeting to his death, like all good villains, and Gar landed his skimmer and collapsed, wounded.

Elitza went on to Xenon and took audience with the Master of Chains, engaging in a subtle dance of lies and seduction. She wound up sitting on his lap and assessing one of his Aspects (Where was he keeping THAT?, which is ever funnier in context), and finally moving the social "combat" into a contest of a very different sort.

Sex. Talking about sex. Got it? She won, and gave him the "Duped" consequence.

Xax and Reana traveled to the Sea of Tranquility with the bomb and a contingent of Green Martians, looking for a spot to set it. And then the Red Martian Air Force attacked! Xax set the bomb and jury-rigged a timer, and everyone climbed out of the trenches and made it to a minimum safe distance as the bomb blew, filling the canal with water. The water was rising far too quickly for the characters to escape it, but Reana's Crystal started to glow blue, and he dead friend Ka'Brek appeared and pointed her back toward the water. She dipped the crystal under the water, and saw the humanoid shapes - the Blue Martians were awakening

One of them swam up and spoke to Reana in an odd language, but Reana is good at such things (and has the Stunts to prove it). She pointed at the Red Martians war-ships, and the Blue Martian submerged.

And then the ship appeared, breaking through the canal floor. The Blues gave Reana and Xax restraints to keep them in place, and the ship - which Reana identified as a "Leaping Dragon" - flew from the water with a boom, fired ion cannons at the warship and downed it. More of these ships appeared as the waters rose, and Reana brought them forth under her banner...making her, in a way, the Mother of Dragons.

Now fast forward a few weeks. Xenon has sealed itself up. The canals are full of water and the Leaping Dragons are outside the eastern gates. The White Apes, traveling with a siege engine made from a downed warship and led by Xax and General Garus, are outside the southern gate. And the Master of Chains and Elitza stand on a parapet, watching it.

Elitza tells him to open the gates to the armies, letting the battle end quickly. The Master of Chains, somewhat sadly, acquiesces, and Elitza and some of the Black Moons sneak down to the eastern gates. The Master of Chains drops his mask from the parapets, musing, "Well, it had to end."

The Black Moons open the gates, and the Greens and Blues storm the place, with the Leaping Dragons downing Red air support. The White Apes fire on the city, smashing the southern gates. The Armies of the Empire prepare to fight...but Justin calls up the spirits of the dead, asking them to force the Reds into submission. The city of Xenon falls to the Green, Blue and White armies.

Some time later, the characters have all found their places in the New Mars. A Grand Council with representatives from all the races leads the planet. Gar has taken over the Fifth District of Xenon, acting as a military leader. Xax has assumed his mantle as King of the White Apes, but spends much of his time on missions of diplomacy. Justin lives in Xenon as a spirit medium and spiritual advisor to the Council, while Elitza has taken over the Black Moons as the Mistress of Chains. And Reana still searches the ruins of the old world, learning all she can of the Red Planet's past, becoming its greatest scholar.

And somewhere in the distance, a blue planet looks up at what it thinks is a rust-covered, dead world, and wonders.

Monday, March 4, 2013

Mars Game Notes!

OK, we're doing the conclusion of Spirit of the Century: The Armies of Mars tonight, so I had been taken some goddamn notes.

One thing I find kind of annoying: I run Dresden, and then I run this, and this has a slightly different system. I haven't read the Fate Core documents yet (I should, since I want to do a hack of curse the darkness with it for the Companion), but I like the way Dresden handles stress and consequences. I'm not going to import them for the last session of Mars, but I'm running an SotC game later in the month, so maybe then, I dunno (or maybe I'll just read Fate Core between now and then, ha ha).

Anyway, the collected story so far is here. Stay out, players! Read on, not-players!

Saturday, September 5, 2009

Failure Is Not an Option

I made a discovery a few years back. I don’t remember what exactly triggered it, or indeed if there was a single event or moment in a game that led me to this realization. I think it’s more likely that I knew it subconsciously long before I ever spoke the words, but the discovery was this:


The players like to win.


I say it a lot now, both to myself and to other Storytellers who pride themselves on chuckling evilly and muttering about how they like to make their players’ lives difficult. Most of the time, when I repeat that mantra they look at me funny, and then say, “But you can’t win a role-playing game!”


Well, the truth is, you can win a role-playing game. You just have to keep in mind what the goal of such games is: To have fun. That said, what I mean when I say “the players like to win” is, “the players like it when their characters succeed at the tasks they choose to undertake.”


And yet, there are an awful lot of games and systems within games that seem to indicate that playing failure is fun, too. In this essay, we’re going to talk about characters with crippling deficiencies, how to interpret failed die rolls, how Storytellers can spin planned failure and avoid having dice bounced off their heads, and the many faces of Pyrrhic victories.


My Character is Lame: Flaws, Drawbacks, and Disadvantages


Most games include a system wherein you can take traits that act to the detriment of your character. They’re variously called Flaws (World of Darkness, et al.), Drawbacks (Chill, et al.), or Disadvantages (GURPS, et al.), but it all boils down to the same thing: Your character is less capable than the “base,” therefore you get a few more points to build her up in another area.


If you presume that player characters represent the base capability of any given person in the game world, the logic behind these traits is horribly flawed. I am not the equal of everyone else in the world, or even everyone else in my age and cultural group. The bum staggering down the street toward me might, if statted as a character, have such crippling flaws as Alcoholic, Mentally Ill, Homeless and Smelly, but that probably doesn’t mean he’s stronger, smarter or faster to make up for it. Indeed, most flaws, in real life, wind up being detrimental to development in all other areas of a person’s life.


The presumption is most games, however, isn’t that the characters are just normal folks. It’s that they’re the protagonists of this story (so right away, it should be obvious that we’re operating on a different level from real life), and thus they are more capable than most folks. Going back to the bum, he doesn’t need to built on the same point base as the characters, because he’s a supporting character at best, and more probably an “extra.” Even when the NPC in question is closer to the player characters’ capabilities (say, in a game of Vampire: The Requiem, the character in question is another vampire), the NPC doesn’t need to have the same “point base” as the characters.


On this premise, the “flaws balanced by extra points” model works a little better. Most games explain taking flaws by saying something about players being able to make their characters a bit more well-rounded, “realistic,” dramatic, and so on. Some games are even honest enough to say something like, “you probably won’t have enough points to build the character you want, but you can get more by taking flaws.” The truth of the matter is, though, that players who take flaws for their characters do so for one of two reasons: Because they like playing characters with flaws, or because they want the extra points.


Now, wanting the extra points doesn’t mean that the player isn’t going to play the flaw, or that the flaw isn’t an important and interesting part of the character, or indeed that the player is some sort of twink. It means that the player is using a game mechanic as presented, and there is absolutely nothing wrong with that (I almost always take flaws for characters I play, and I play ‘em to the bone, but I also spend those extra points). Certainly I’ve run into players who sneak in flaws that they assume will never actually deter their characters, just to get some extra points. As a Storyteller, I recommend letting them take these flaws if at all feasible and then using them to best advantage the very first session (pure silliness, like taking a phobia of the ocean in a game set in Utah, should be disallowed, unless you’re playing a game that rewards silliness, like Toon).


But what about the players who like playing characters with flaws? Characters in role-playing games are most often defined by their power, be that by the supernatural or mundane skills and abilities that they possess or simply by the fact that they are powerful in comparison to the rest of the world. Even in games where the characters are the underdogs (like Hunter: The Reckoning and All Flesh Must Be Eaten), the characters are still superior to most of their peers — once again, because they are the characters. Playing a character defined by a flaw, be it physical, psychological, or supernatural is indicative of a player who wants something different out of the game than simply besting opponents and racking up experience points (it could also be indicative of a player who sees himself as flawed in some way, I guess, but that’s rather out of my depth).


So, what does all this have to do with success or failure? Consider this: Flaws and disadvantages in role-playing games should be impediments and character facets. They should be obstacles to be overcome during the course of the story, meaning that as Storyteller, you should present opportunities for characters to recognize, fall victim to, and ultimately overcome their flaws. Players, when you choose these traits, you should expect your character to suffer from them occasionally.


As an example: A friend of mine played a character in a game of Dark Ages: Werewolf with the Lame Flaw. In game terms, this means that the character suffered from a limp and couldn’t run as fast as her packmates, and that’s really about it. But the player took this a step further; the character didn’t tend to get into combat because her packmates usually reached the enemy and killed it before she had a chance. As such, the character was “apart” from her pack during dire circumstances, and even during the few times I ran the game, it was evident that this was having an effect on the group dynamic (I’d have been very interested to see how that dynamic evolved over a long period of time).


Note, too, that flaws don’t have to give you points to be important and necessitate attention during the game. A personality trait that you decide (or discover) in your character can be detrimental to the character or to the group, as long as it isn’t detrimental to the story. Some games, for instance, give point bonuses for traits like “Impatience” or “Curiosity,” and that’s fine; it tends to get the group moving when things bog down. “Honorable” is another trait often listed as a flaw, the logic there being that a character who can’t lie well is going to suffer penalties on attempts to deceive people. From a strictly game mechanics point of view, that makes sense, and if the result of that flaw is such a game penalty, well and good. If the only "effect," though, is "you should roleplay your character as being curious/honorable/etc.," I wonder about that trait's efficacy in the game. Does everything need a number attached to it? No, but my experience has been that folks who don't like rules ignore them anyway, and those who prefer that the rules work get annoyed when they get handwaved. Silver Age Sentinels from the now-defunct Guardians of Order stipulates that Defects are traits over which the character has no direct control — things like nemeses, physical defects, and so on. Personality traits can be fun to play, but they don’t give you extra points.


Another way to run flaws, incidentally (and the World of Darkness system does this), would be for the players to receive experience points or some other benefit when the flaw actually comes into play during the game. This would prevent people from taking ridiculous flaws, and would only reward players who play to their characters in their entirety. Games using the FATE System, including Spirit of the Century and Houses of the Blooded, use something like this; when one of a character's Aspects causes his trouble, the player can accept a Style point for it (or spend Style to avoid it). Ubiquity, which powers Desolation and Hollow Earth Expedition, does something similar.



Another category of flaws that bears special mention are those that have a bearing on a character’s ultimate destiny (you’ll sometimes see positive traits, like “Merits” or “Advantages” labeled Destiny, too, but taking such a thing as a flaw puts a different spin on the idea). If a character has a flaw like “Dark Fate,” this puts a couple of big obligations on the Storyteller. Not only do you have to screw that character over in some hugely dramatic way, but you have to make sure that nothing happens to the character before the boom falls (or if it does, you’d better be prepared to spin it in such a way that it fulfills the flaw’s parameters). I’m of two minds about flaws like this. On the one hand, it can be a cheap dodge of players who don’t want their characters to die and know that very few games ever actually end, meaning the moment of destiny will probably never arrive. On the other hand, it’s cool when players try to work out what their characters’ story arcs are going to be; I had a Storyteller ask me once what my character’s “tragedy threshold” was and then arrange a chronicle event accordingly. Some games ask during character creation what a character's path or story arc might look like, building in the notion that every character has a destiny (though it's typically kept loose; hard to account for everything that might happen during a game).


The Dice Hate Me: Incidental Failure



I talk about dice and when to use them in another essay, but I want to address a couple of points here on the subject of failed die rolls, more for players than Storytellers.


I’ve seen it happen a million times; the player throws the dice, the rolls fails, and the players says, “Can I try again?” with no hesitation. Yes, failure is a bummer, but next time, try considering what a failed roll really means. It might mean that your character doesn’t know anything about what’s being discussed, and, that in mind, might decide to stop thinking about it (especially if you took those extra points for flaws like “Impulsive” or “Impatient”). A failed physical roll might involve a muscle cramp or a sudden loss of steam. A failed social roll might involve a sudden burst of laughter or gas (if you have to ask why such a thing would constitute a failed roll, you need to get out more). Yes, the Storyteller can adjudicate some of this stuff, but she’s probably already overworked. Besides, if you take a little of that responsibility on yourself, you’re contributing to the chronicle and exerting greater control over your character, both of which are usually good things.


Failure can lead to character beliefs and hang-ups, too. I played in a game with a guy who, every time his character tried to use a specific power on were-creatures, failed his roll. After a while, he decided that his character figured that the power simply didn’t work on lycanthropes, and so stopped trying it. Yes, the player knew full well that the power had no such limitation, but the dice seemed to indicate otherwise.


The point here is that even the dice — which don’t hate you, remember, all they do is choose numbers — can provide interesting character bits, provided that you as the player are willing to let go of the mentality that says, “Aw, crap. I failed,” and instead adopt a mentality that says, “I am learning about my character as s/he experiences this story.”


God Hates Me: Setting the Players Up to Fail



I occasionally see pre-written scenarios that include scenes that the characters are supposed to fail. Mostly, these are combats that the characters lose so that they can be taken before the Grand High Muckety-Muck and charged with a quest/given a threat/sacrificed on an altar/what have you. As with most things in gaming, there’s a right way and wrong way to do this sort of thing. Also as with most things in gaming, the right way depends entirely on your players and what their preferences and thresholds are.


Some players, and I have to admit that I’m often one of them, don’t like to lose combats. But, for me at least, it has less to do with the notion of losing and more to do with the fact that if a combat (or indeed, any situation) has a predetermined outcome, I’d prefer not to have the illusion of choice. I played in a Mage: The Ascension game many years ago wherein our characters were ambushed by a bunch of Men in Black (now that Mage: The Ascension is over, that reference isn’t going to make as much sense, I guess) and the Storyteller told us we could each have one cool moment before being overpowered and render unconscious. That, to me, was fine — it made the combat quick because we didn’t each have to get beaten to a pulp (which in that system took forever anyway), and we weren’t under any illusions about whether or not the Storyteller was fudging dice rolls or otherwise “cheating.”


What if your players aren’t of this mindset, and refuse to roll over and let their characters fail without a fight? Well, ignoring the obvious trust issues plaguing such a group, you have a couple of options. One is, of course, to cheat. You let the players have whatever moments or successes they can manage out of the scenario…but your rolls are behind a screen, and you can very easily add in more enemies, a sudden rainstorm or any other wrinkles you need to bring about the result you want. The trick is doing it without being obvious, and the problem is that when you go from a defeat into an obviously well thought out scene, your players are probably going to pick up on what happened (hopefully, they’ll see why it was necessary and not be too put out).


The other option is to make the scenario difficult, but let the chips fall where they may. If you’ve got a sense of what the characters can do and how the players usually react and strategize, you can probably set up a situation that’s too tough for them, let them try and fail, and then continue on with the story. The caveat there, of course, is be prepared. In my essay "Living with Lady 10-Sider", I advise never to call for a die roll unless I’m prepared for failure. The reverse is also true: If you aren’t prepared for a successful roll, better just to stipulate that the action isn’t possible. This doesn’t work at all in combat, of course, but it’s fine in investigation scenes.


If you’re going to set the players up to fail, however, you need to be damned sure that they’ll have a chance to get their own back before the night is over, or at least to see where the action is heading. I love cliffhangers, but a Storyteller-imposed cliffhanger is very different than a player-imposed one. By that I mean, if the characters go marching into the dragon’s mouth and are immediately confronted with potentially deadly repercussions, they shouldn’t be surprised and can’t really blame you. In that case, ending the session with the henchman pointing weapons at the characters (or whatever other danger is fitting) is fine, and will probably have your players thinking about your game all week. But if you lured them in, or forced them in, they don’t have the same emotional attachment to the situation because they didn’t choose it. As such, you need to let them a little farther into the plotline before winding up, otherwise the conversation next session will consist of people saying, “What happened last time? Oh, right, we got our asses kicked and then some other stuff happened.”


A final word on setting the players up to fail: Don’t make it cheap. When I play Dungeons and Dragons, I tend to play magic-user characters. Mages and other spell-casters grow quite powerful with experience, and the sheer amount of power they can throw around is somewhat daunting to some GMs. So, I’ve noticed that as the final confrontation looms (or during any confrontation they don’t want the players to win “too easily”), suddenly magic just stops working. I hate that.


Ignoring the fact that mages in D&D (3rd Edition, anyway) are completely useless if they can’t use magic, disallowing a character’s special powers because you feel it would make things “too easy” is cheap, lazy and shortsighted. If you feel that the abilities or powers that become available to characters in your chosen game system are too potent, change the system ahead of time and explain why to your players (and be prepared for a player to say, quite legitimately, that you should consider running a different game). Don’t allow the players to purchase traits for their characters that you don’t like and then toss in cheap methods for your NPCs to bypass them (now, when players become over-reliant on their characters’ special powers to the point that they stop thinking, which I’ve found happens often in Mage: The Ascension, then it might be time to arrange a story in which they can’t simply magic their way out of everything, but that’s a separate issue). This applies not just to magic, but any special power that characters might acquire. A fighter in D&D is optimized toward fighting, so you should allow that character to get into fights that are challenging, but not sure losses or stonewalls.


If a character must fail at something that should be his/her forte, try to find some way to work it into the story rather than just saying “Yeah, I know you rolled five successes, but nothing happens.” At least make it experiential: “You cast the spell correctly. You know you did, you felt the power leaving your body toward the target. But about midway there, everything in the room went cold, and your target still stands, unfazed.”


Pyrrhic Victories: We Won, But it Hurt


I like costly victories, myself. I like consequences to actions, and I like the notion that to gain something, you must sacrifice. I also recognize that this attitude might be a by-product of my employment with White Wolf, however.


A Pyrrhic victory, as you probably know, is a victory in the academic sense — you won, but another such “victory” would kill you. In a role-playing game, such victories are rare because normally you’ve got a group of people working toward whatever the goal of the current story is and therefore several minds all working out a strategy. Also, players tend to come with ideas so cool they should work. I tend to side with the players when they come up with great ideas. At the very least, I don’t go adding extra obstacles because I feel the players are having too easy a time of it.


But there’s a difference between upping the difficulty level of a story while it’s still in progress and allowing the NPCs to think on their feet. If I’m running a game of Vampire and I start adding dots of Disciplines to an enemy character while my players’ characters are chasing him down, that’s cheap. If I decide that he recognizes that he’s not going to win this fight and he starts fighting appropriately — that is, takes no prisoners, sets fire to the building, bargains for his unlife, or takes other actions that aren’t normally in character for him — that just means the supporting characters are responding to the situation that the players’ characters have created.


In short, every victory should cost something, but not just because you don’t want to make it easy on your players. Every victory should cost something because they need to know that they earn what they get.


But what about a true Pyrrhic victory, the kind that after the dust settles the characters are thinking, “If this is winning, must’ve been some way we could have lost.”? Here are some ways that victories in RPGs can become Pyrrhic:


• Character death: The characters accomplish their goals, but one or more of their number dies. This is a bigger problem in some settings than others (because in some settings, you can have your dead comrades resurrected), but killing off characters is often a touchy issue. It’s a great way to make the players realize that their situation is serious, but it’s also a good way to piss them off. Make sure everyone’s OK with the possibility of character death during the course of the story.


• Character injury: The characters might not be dead, but they’ve certainly got one foot in the grave. They’ve fought off their enemies or escape from their prison or whatever the case may be, but one even relatively minor fight and someone’s going to die. Now, obviously this has more of an impact in games like Chill or even most forms of Exalted, where healing takes some time and effort, but even in a game like Werewolf enough of the right kind of damage can make the characters (and the players) recognize how perilous their situation really is.


• Depleted resources: Most RPGs have some kind of “fuel stat.” In Vampire, it’s Vitae. In Werewolf: The Forsaken it’s Essence. In Chill, Stamina and Willpower can both rise and fall. In any case, the characters don’t necessarily have to be physically injured, but if they’ve burned all of their “magic points” during the course of the battle, they have most assuredly earned whatever victory they’ve achieved.


• Dead friends: I’ll admit: One of my greatest problems as a GM is that I hate playing NPCs. I’ll do it, but I’d rather they sit in the background and let the players do the important work. But once in a while, I’ve seen relations between an NPC and a player’s character become really strong. What happens, then, when said NPC dies — especially as a result of the PC’s action? While playing Nehemiah (a Vampire: The Masquerade characer, though the game was a weird homebrew quasi-World of Darkness setting), I found myself having to choose between going after my dire enemy or save a character to whom Nehemiah had become very attached. He chose to kill his enemy, for a number of very legitimate reasons. The lady to whom he was attached, however, wound up losing much of her sanity. (And kudos to the Storyteller in question, by the way, for making that decision hard and allowing me to kill Nicholas — that’s what made it a Pyrrhic victory). This only works, however, the players actually have some attachment to the NPCs, and that requires that you play them well.


Ending on a Downer


When players fail at a task, they tend to want to try it again. Some things, though, you only get one shot at. I already recommended never asking for a die roll unless you’re prepared for the results, failure or otherwise. Let’s take that one step further — if you give the players a piece of information, be prepared for them to follow it. Players don’t tend to do well with cryptic warnings of dire danger (because PCs are normally the only ones with enough gumption to go on in defiance of said warnings, so a lot of time when GMs say “Danger! Here be monsters!” players hear “Come on! Here be plot points!”).


If the players follow your cues into the plot points (or ignore your warnings and wind up in the soup) and fail miserably, what then? Ending on a down note isn’t a great idea, usually, but you don’t have to end on resounding victory. Ask yourself the following questions:



• What am I ending? A session can certainly end on a tragic or fearful note. The players will get the chance to right the wrongs next session, and sometimes a week away from the game can be a good way for them to gain some perspective and come back ready to solve their characters’ problems. If you’re ending a major story arc, the characters should be able to point to something in the story as an accomplishment, even if the overall story ended badly for them.


• Can they try again? If the mission was “stop the assassination” and the characters didn’t, then they probably don’t get another chance. If the mission was “retrieve the Golden Whatsis” and it slipped through their fingers, they can probably still track it down. They just might have very little time left, or it might be in their worst enemy’s hands, or something equally dire. If they can’t try the same mission again, perhaps now they must deal with the repercussions of their failure.


• Do they want to try again? My character in a Dark Ages: Fae game ran afoul of a demon in one story arc. During the five years of downtime between stories, he stayed the Hell away from anything that looked like it could be demonic, because he wanted nothing to do with them. “Know thy enemy” didn’t occur to him, because he was scared. If the players decide their characters are letting discretion be the better part of valor, fine. Don’t feel you have to chase them with their mistakes.


In closing, remember that we play these games for fun, but also to tell a story. Don’t worry about “realism,” worry about “drama.” Don’t sweat “balance.” Instead, think about “conflict.” Learn your players’ thresholds for failure, and scale the challenges accordingly. Even if the characters fail, the players will talk about the story afterwards, and consider it a success.

Tuesday, June 30, 2009

Origins 2009 - A GM's Report Card, Pt. 2

So, following Dread, we went to bed. (I am not going to continue rhyming, I swear.) Sleep happened, then waking up, then coffee, then Thursday.

The day doesn't officially start until there's coffee, y'know. Which means some days don't start until noon.

Before the first game of the day, which wasn't until 1PM, Heather and the kids and I walked over to the North Market for foodstuff, including Jeni's ice cream. Now, if you've never had it, and you've been in Columbus, you're missing out. Go get some next time. The market is about a two minute walk from the convention center, and you can get yummy brats, there, too.

Anyway, following lunch, we headed back for a game of Aces & Eights. It's a Western game, and I've not really played many of those, beyond Deadlands, which is a different sort of animal. I do like Western as a genre, though, so I figured that the game (which won an Origins award last year for best RPG) was worth a look. Beyond the genre, however, I knew very little about it. Having now played it, however, I have a few things to say, so let's consider both the game itself and this particular game.

The game itself is, as the kids say, crunchy. That means the rules are very dense. Where that really got driven home to me was in combat. It's not the turn-based thing that most of us are used to. Instead, you act in an order based on your Speed, and depending on what you're doing you'll be moving faster or slower than other folks. Drawing a gun takes some time, firing it takes some time, and so on. And every increment of time is one tenth of a second.

On the one hand, for a gunfight, I get the appeal. Coupled with the (high) lethality of the system (getting shot is likely to kill your character), the combat system makes for a pretty darned good simulation of what a gunfight might be like. Appropriate for the genre, methinks.

On the other hand, it takes freaking forever. I think that with a group that knew the rules and enjoyed them, it would move faster and probably be pretty cool. It's a crunchier system than I usually enjoy, but I'd play it again...just not with this GM.

Which brings me to talking about this session of Aces & Eights. The GM hadn't made any characters at all. He told people they could bring their own (which I personally think is a lousy idea on its face), didn't even look at them, and then handed out pre-gens to the rest of us. Except the pre-gens he handed out weren't meant to be played, they were stock NPCs. And that means that, quite apart from any mythical issues of "balance," they were useless in the scenario (which, by the way, was basically "this old guy wants to hire you as cowboys, so you gotta go prove yourself"). The character I played was conceptually OK, but he had no traits that made him useful except a decent Riding score. A high Speed rating (which isn't good, you want that trait low), which meant in combat other characters would act twice for every action I could manage. Oh, and there were eight players.

Thoughts on the game: This game failed for me not because the game itself was bad, but because the GM was careless. The scenario was boring, the characters were cardboard cutouts, and there wasn't even really any attention to bringing out the flavor of the Western genre. I heard later about players who'd played with this GM asking for their money back; I don't do that, because, y'know, caveat emptor. My grade: F

Following Aces & Eights, we had a break in which we tooled around the dealer's room. There were some noticeably missing booths - no Wizards of the Coast (which I really don't care about, personally, and as I recall they weren't there last year, either) but also no White Wolf, which was weird for me. The dealer's room felt a lot emptier than in past years, though from what I heard, attendance for painting minis was way up, so maybe the attendance numbers weren't as bad as some people are saying? I don't know. Ultimately, not a subject I have any real data on.

As we toured the dealer's room, we found the booth for Bucephalus Games. I wasn't familiar with these folks, but I'm always looking for new and interesting board games, both because Heather and I like them (she's not a role-player, so games we can play together are nice) and because it's good to find games I can play with my students.

Another stop in the dealer's room was at Geek Chic's display of gaming tables. They're not all that expensive, and since my dining room table is old and getting ready to collapse, we may actually get one of these puppies soon. Heather was just as enthused as I was. I love my wife.

Now, on the subject of shopping for RPGs, here's something I've learned about myself. Rather, something I've rediscovered recently, as I think I've always known it. I really love buying new games. I love reading new games, and I love running new games. But I don't have to run the games to get the pleasure of reading them (and making characters; if you haven't, maybe have a look at my ongoing character creation project). So last GenCon, I decided that I would start buying new games at cons again, and not sweat whether I'd ever run them. And that worked out well, as without that attitude, I'd have missed out on such awesome games as Edge of Midnight and Spirit of the Century (but more on those later).

So while wandering the dealer's hall, I came across the booth for Khepera Games. I'd heard about this Hellas game a bit, and had people recommend it to me as something that I'd enjoy. So I talked to one of the designers, and he was very friendly and very enthused about his game. I wound up buying it, because dangit, it looked awesome. What's funny is that I didn't really notice the space opera bits of the game until I started reading it, but I was so hung up on the dynastic aspects (that is, over the course of a chronicle, your initial character will die and pass along what he's accrued to a new character) that the sci-fi didn't really sink in. I'm looking forward to reading it more in-depth.

Anyway, we grabbed dinner, and then it was time for Spirit of the Century. Oh, baby.

Now, I'd been looking forward this. I read Spirit of the Century a few months back, and made a character just recently. I knew that this game was a Martian Chronicles kind of thing, and I figured we wouldn't be using the usual method of character creation (which I did use for my chargen project; go have a look), but I was very keen to try out the Aspects system. I'm familiar with it from playing Dogs in the Vineyard; basically, if your character has the "Quick Healer" aspect, and it applies to the situation at hand, you get a bonus. Spirit of the Century takes this in a different direction; if your Aspect would compel you to act contrary to your best interests, the GM can offer you a Fate chip to do so and you have to pay a chip to act differently. I love systems that reward flawed characters, so I was jazzed about this. I was not disappointed.

I played a green Martian, the last of his kind, his family and people slaughtered by the evil Emperor Xang. The other PCs were likewise rebels, part of a ragtag band hunting down the Emperor in this novel, The Swords of Mars. My character wound up heroically sacrificing himself, but taking Xang with him, and the group restored Mars to its rightful Princess while unleashing the power of the Elders, turning the Sea of Tranquility into a real sea.

Bloody awesome. Best line of dialog, for my money: During a fight on an Imperial airship (which we totally owned through superior tactics), my character goes to destroy the ship, sending it to the bottom of a canal. One of the other characters talks me out of it, since we can use the ship in our struggle.

Him: "Stop, Throk! Think of all we've done for Mars!"
Me: "Think of what Mars has done to me!"

I love angst.

Thoughts on the game: There is no substitute for a well-crafted story. This GM knew the genre he wanted, he fashioned the characters appropriately, he responded to our suggestions and desires for the story, and he didn't ever, ever work against us just to keep things from being "too easy." The result? I remember that game vividly. I could see Xang being crushed in the gears of the big machine, with Throk (my character) hanging on with him, willing to die in order to free Mars and avenge his people. My grade: A

By the time that game wound up, it was after midnight, and so sleep was in the offing.

Friday, June 19, 2009

Character Creation: Spirit of the Century

Stew Wilson unwittingly contributed to this character, but I think his LJ is either deleted or locked, so you'll just have to take Jacob Diamond as read.

The Game: Spirit of the Century
The publisher: Evil Hat Productions
Degree of familiarity: None. I bought the game at GenCon last year, finally got around to reading it this winter, and it looks pretty damn awesome. I'm playing it next week at Origins, in fact.
Books required: Just the Spirit of the Century book. 


My first pulp character was a Shadow-type of dude. Not sure what I want to do here. Well, let's back up first.

Spirit of the Century is a lot like Adventure!, really. They both have the elite clubs of adventurers, and they have the same inspirations (Spirit of the Century even lists Adventure! as an inspiration, which is only right). The system is actually where the tag/invoke/compel thing comes from, which I was first exposed to in Houses of the Blooded.

Characters have lots of Aspects, which, in keeping with the indie game aesthetic (which I fully enjoy), can be just about anything that helps define the character. You wind up getting style points if something happens that hinders your character based on an Aspect, and that's so amazingly suited to my style of play it's not even funny. I love playing my character's flaws, but I want my characters to be awesome into the bargain.

This game also asks you to invite as many people as possible over to make characters, and then run games with whoever happens to be around - it's a "pickup pulp game." Damn, why didn't we have this back in college? This is basically how I ran Chill. Ah, well. Anyway, chargen happens in five phases, but before I start the process, I need a concept and an appropriately pulpy name.

OK, I wish to avoid being dark and shadowy, having done that with my Adventure! character. I think it'd be fun to play up some of the SCIENCE! aspects of the pulp genre. What if Indiana Jones had been a physicist? Or a zoologist? Or a botanist? Hmm.

My character is a biologist specializing in plants. That might not sound exciting, but what he's discovered is that there's a plant for every occasion. Herbs improve your dinner, your memory, your sex life, whatever. Some plants are poison, some are medicinal, some are just fun. As my influences, I see Dr. Seward from Bram Stoker's Dracula, Indy (duh) and Fink from Beerfest. This guy might be a nerd, but he's a party animal, too. His name is Edward Green, PhD., but call him Doctor Green.

Phase One: Background. This covers Green from early youth to about age 14. I'm thinking that his green thumb was always there, but it was mostly helping Mom with the gardening. Not just flowers, but herbs and other exotic plants. Dad was not sciencey, he was a brewer (though there's science there), and he instructed Ed in things like choosing the right wine (or beer) to go with dinner and blending in with different crowds. Ed did just fine blending in with the drunk, loud folks, but never quite got the high society types. But he was damned popular with his mates, since he had access to lots of free beer.

Green is American, and I'm thinking Midwestern. Probably Wisconsin, y'know? Did OK in school, but didn't mine his genius IQ until later. Did some hell-raising as a kid (blame the beer), but Dad had friends in the cops and his trouble pretty much got laughed off.

Aspects: Party Animal, In Vino Veritas

Phase Two: War. What is it good for? Huh. Not much, really. Anyhow, Green didn't fight in the Great War, not exactly. When word came down that folks were using poison gases, Green remembering his mother mentioning that certain herbs could be used to counteract poison. He started boning up on the subject, and discovered he had a real knack for biology. He finished secondary school early and went straight into college, doing research that (he hoped) would help save lives on the battlefield. During that time, he met up with a Centurion (member of the Century Club) who had taken ill from mustard gas and was hoping that Green could save him. Green worked tirelessly, but his patron (Captain Mark Bullion) knew that his time was up. He sponsored Green into the Club, and then passed on. Green never saw a battlefield except through Bullion's eyes, and as Bullion got sicker, he imparted a lot of knowledge to Green that was technically classified.

Aspects: Secrets of the Great War, "Every poison has an antidote!"

Phase Three: Novel. This is Green's first pulp novel! Yee!

Now, Green's a hard character to take center-stage with, honestly. This is where a little of the Indy personality needs to come in. Let's think. How about...

Dr. Green in... Secret of The Walking Jungle! Dr. Edward Green ventures down the Amazon River, looking for a mysterious copse of trees that, according to local legend, walks from one place to the next. He expects to find new medicines and folk remedies in the jungle. But he doesn't expect to find the man who killed his mentor, Captain Bullion, or a secret that could lead to worldwide famine!

Aspects: Collector of World Relics, The Truth Hurts

Phase Four: Guest Star. Here, I guest star in someone else's novel, which is why this would normally happen with a bunch of other folks. Since Stew is the only one doing this chargen exercise who's done a Spirit of the Century character (let's be honest, he's the only one other than me still doing it from last summer - y'all are slackers. Talking to you, Mark), I'll definitely use Jacob Diamond.

Jacob Diamond and the Black Dragon. Gentleman thief Jacob Diamond can hardly resist a challenge to steal the fabled Black Dragon, located deep within San Fransisco's Chinatown. But doing so requires undergoing the Spirit Tea Ritual, and Diamond enlists the help of famed herbalist Dr. Green to ensure his survival.

Aspects: "I can hold my liquor," Chemical Testing Apparatus

Phase Five: Guest Star, again. Same drill, different novel. Since I don't have another idea, I shall do something really wonky.

The Querent vs. The Men Without Minds! The masked crimestopper known only as the Querent seeks answers to a string of robberies and assaults committed by upstanding citizens, who claim to have no memory of their misdeeds. The Querent asks his questions of renowned scientist Dr. Green, believing that the Men Without Minds have been drugged. But will Green's curiosity about the drug doom them both?

Aspects: "I need to get a sample!", Brain Trumps Brawn

Skills: Now that I'm done with Aspects, I get Skills. I get one at Superb, two at Great, three at Good, four at Fair, and five at Average. Everything else is Mediocre. It's called a "Skill Pyramid."

OK, let's see the list. Obviously, Science needs to be my Superb Skill. For my two Great Skills, I'll take Endurance (high tolerance for drugs) and Contacting (beer opens many doors). Under Good, I take Fists (pulp game), Athletics (gotta climb trees to get the juicy samples) and Academics. Under Fair, I take Stealth, Survival, Resolve and Resources. Finally, under Average, I take Engineering, Gambling, Rapport, Investigation and Pilot.

Stunts: I get five of these. They go in trees, though, like Charms in Exalted, and a lot of the good ones are a few steps in. Let's look at my higher-ranked Skills and see what jumps out.

OK, obviously I need Scientific Genius (Botany). I also want Scientific Invention, though instead of taking Gadgets, I'm likely to be mixing nifty new drugs and herbal compounds.

Under Endurance, I really want Developed Immunities, but I need another Endurance Stunt for it. I think Tireless works well; I can see Dr. Green spending all night partying.

Finally, I take Walk the Walk, to represent Dr. Green's travels across the world.

And I believe that's it. Since I have Resources, I get a workspace equal to Resources - 2; Mediocre in my case. Since I want his to be a greenhouse, and therefore only useful for researching plants and related phenomena, that's worth Resources - 1 (or Average) instead. 

[ETA: Not sure what happened to the character sheet, have to rescan.]