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Category: Memes

Monday Mashup #14: Red Sox

The fourteenth Monday Mashup revolves around the Boston Red Sox. (Yeah, you can take a week off if you’re staring at your screen in horror.) They’re generally a talented team of players but are always struck down before they reach the peak of their profession by a dire curse — which always leaves them strong enough to come back and make another try next year. In my book, professional sports is a popular form of entertainment, so let’s mash those Dirt Dogs up.

WISH 69: Board?

WISH 69: Non-RPG Games for Gamers asks about the other side of the gaming world:

Recommend three non-RPG games for RPGers. Why do you recommend these three?

Well, blackjack is lots of fun — no? Oh, got it.

Diplomacy, first off. It takes a while to play, and some RPG groups are used to those six to eight hour sessions. Plus you can roleplay the countries. Plus it’s a sneaky introduction to the idea of diceless gaming.

Shadowfist, second. Eeek, a collectible card game! But it’s a ton of fun, it has a goofy exciting setting, and a lot of roleplayers I know enjoy it.

Finally, Cosmic Encounter. It’s a classic board game for a reason. There’s a good measure of skill and a good measure of randomness and every game is different, to borrow the marketing slogan.

WISH 68: There can be two

WISH 68 wants to know about something I don’t have a lot of experience with:

Have you ever played in or GMed a game with more than one GM? What was your experience with it? What were the strengths and weaknesses of having multiple GMs? Was it positive or negative? Would you do it again? If you’ve never tried it as a GM or player, would you like to? Why or why not?

Answer: not really. A couple of sessions of From Light To Darkness and that’s it. It was good; Neil and Soula clearly agreed on how things were meant to work.

In the back of my brain I have a game design which requires multiple GMs. One GM sets background, and one GM plays all the NPCs. I wanted to make some kind of point about narrativist versus simulationist and how a game can satisfy multiple urges, but I forgot what the precise point was, so I’ll never actually write down the design.

Oh, and my game Into the Sunset is pretty much a multiple GM game, come to think of it.

Monday Mashup #12: I Am Legend

Today’s Monday Mashup concept was contributed by Eric McErlain, who runs the excellent Off Wing Opinion. He suggested Richard Matheson’s I Am Legend some time ago, but I put off using it for a while because I thought it was a little close to Body Snatchers. But time has passed and here we are.

If you haven’t read I Am Legend, allow me to strongly recommend it. It’s the story of the last man on earth, beseiged by a horde of vampires. He defends himself, despite the fact that he has nothing to live for. In the end, he realizes that to the new society of vampires, he’s the legendary monster. My brief summary doesn’t do it justice, but it’s a start.

Mash!

WISH 67: Tell me

WISH 67 is all about the story:

How do you tell stories in your games? Are there character stories, overarching stories, and/or other kinds of stories? Could you tell a coherent story from games you’ve GMed or played in? Does it matter to you? Why or why not?

I don’t ever strive to tell stories, but it’s nice when it happens. I’m really more interested in exploring the story space than I am in setting out to tell a story. I like it when things happen to my characters and I like it when my characters do things, but I find plotting for a story to be restrictive.

My characters sometimes have goals, but I regard those as plot hooks for the GM rather than indications of where the story must end. I expect goals to change in play. My goals in real life certainly do.

The Dear Brother letters are a solid example of this. Reese actually didn’t have a goal; he had a desire. He wanted to show America the true road. I didn’t know how it was going to play out, and in the end it’s been a little darker than I envisioned. People have told me that it works as a story, and I think it does, but that’s more because I’m making an effort to write the letters as stories — I’m subscribing to the conventions of fiction rather than gaming.

It means that sometimes I talk about things Reese didn’t see, and I take a few liberties here and there, and I leave out great swathes of things that make the campaign interesting. In the end, the differences between Rob’s campaign and my Dear Brother letters illuminate the differences between playing in a campaign — even a story-oriented campaign — and telling a story.

Monday Mashup #11: Star Trek

Let’s get ready to Mashup! (And remember, there’s an new game meme announcement list — get your gaming memes piping hot.)

Today we’re going to take another SF classic and subject it to our evil whims. Your target du jour is Star Trek, and we’re not talking any of that revisionist stuff. No Enterprise, no Next Generation, no Deep Space Nine. We’re doing Kirk, Spock, McCoy, Scotty, and the five year journey. Or the movies, cause hey, everyone loves Ricardo.

The core characters of Star Trek were officers in charge of an exploration mission. They were often caught between duty and humanity; I wouldn’t give Star Trek the same props I give Horatio Hornblower, but Roddenberry knew what drove his conflicts. I think there are some interesting possibilities for mashing.

WISH #66: Pesky players

WISH 66 is about plotting (and, tangentially, the necessity of same):

GMs can spend hours designing an adventure and have their players take off in an entirely unexpected direction. How does a GM handle this—try and steer the players back to the designed plot, or hang back and see where the adventure goes? How does a player handle this? Stay on target or go with the flow?

I’m inclined to disagree with the context of the question. “How does a GM handle this?” Well, which GM?

The No Myth meme currently prevalent over at the Forge rejects preplotting altogether; a No Myth GM doesn’t know anything about the world other than what the players have seen. A failed task resolution check doesn’t mean the players have failed, it means there’s an additional obstacle in the way of reaching whatever objective the players have chosen. And that’s a reasonable approach.

But it’s not reasonable to say (as some Forge denizens do) that it’s the only proper approach. Some GMs spend days designing, not the adventure, but the world. In Brad’s Temple of Elemental Evil campaign, he had the entire world mapped out and spent a lot of time figuring out the actions of the NPCs between sessions. There wasn’t a designed plot, per se; there were NPCs with desires who acted on those desires. The PCs could act and react as they wished.

I don’t believe in a single approach; I believe in behaving as appropriate for the playgroup.

My preferences? I don’t preplot very heavily, so I tend to ad lib when players go off on a tangent. There are more of them than there are of me, after all. As a player, I like free-form stuff because I like the feeling that there’s a whole world out there. Strongly directed plots only bug me insofar as it makes me feel like the world only exists as far as the PCs can see.

Strong genre games can overcome that feeling, perhaps because a strong genre also engenders a feeling of a world outside the limits of a PCs perception. Pulp comes to mind, of course.

Monday Mashup #10: Dukes of Hazzard

Somewhat later than I would like, it’s time for another Monday Mashup. I was forcibly restrained from doing Finnegan’s Wake. People have no sense of fun.

So instead I’ll do something classic. Dukes of Hazzard.

It’s a fun-loving family who’s continually plagued by incompetent venal lawmen for no good reason — kind of an updated Robin Hood, in a way, but without the political aspect. There are lots of car chases, which are close to any gamer’s heart. Have at it, and damned be him who first cries “Hold, enough!” (Couldn’t figure out how to mash Macbeth, but maybe next week.)

WISH 65: Workin' for a Living

WISH 65 asks about jobs and gaming:

Does what you do for a living have any impact on your gaming? Have you had occupational details intrude on your descriptions of how something works? Have you ever dared a player to go “Hotwire a car, then, if that’s how you think it’s done?”

I’m a computer guy, but the answer’s really “Nah.” I’ve played Shadowrun, and I don’t really mind that decking is nothing like real computer work — it’s just an analogy for magic anyway, so I can take it at that level happily enough. I don’t mind if someone gets their hacking descriptions wrong, and I generally assume any modern-day game takes place in a slightly alternate universe.

Now, if you turned the question around, I’d have to say yes. I currently work for a computer game studio, and one of the reasons I got the job is because I’m an avid player of their games. So there’s that.

I also — don’t laugh — attribute some degree of my management skills to spending a lot of time playing Amber online. I know that may sound like rank gamer arrogance. Allow me to elaborate. I think that a lot of management is simply being able to pay attention to what people are thinking and feeling. Gaming doesn’t give you that skill, but it is a good arena in which to practice that skill.

If you’re an insensitive idiot, playing a leader isn’t going to make you any better at it. If you have a certain degree of social eptness to start with, though, it’s just like any other skill. Practice makes perfect. And how many opportunities do you have to practice leadership in a simulated environment?

It’s also a chance to practice sounding confident, and again, practice makes perfect. I don’t manage people by threatening to send their families into exile from Chaos, mind you, but I know how to be direct and reassuring. That skill carries over.