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Category: Gaming

And then

Absolutely awesome campaign concept, plus a bonus first session writeup. Man, I am beginning to yearn for some good pulp. Here’s the most brilliant gem out of all the brilliant gems:

The characters were all previous associates who had been in Paris just before the bombs were dropped. They don’t talk about what happened there, but as a result of it they all swore an oath — an oath which takes preference over loyalties, family and faith. Each of them can call on the others to help them with any situation once and once only. For the first time, one of them has invoked the oath.

This turned out to be a nice way of getting people together, and ensuring that they’d stay that way. We didn’t go into detail about what happened in Paris, just saying that they never talk about it, but the players could, and did, allude to it in play. I’m hoping that after a number of sessions there will have been enough hints that I can run a flashback scenario set there tying all the allusions together.

One of my favourite moments in the game came when someone said something like “It could be worse – we could be back in Paris.” and everyone nodded sagely and shuddered. “What happened in Paris?” asked one of the NPCs.

“WE DON’T TALK ABOUT PARIS!” chorussed the entire player group.

Elegant.

Folks talk

I’m still braindead, despite any appearances to the contrary, but Jonathan Walton writes a mean campaign prospectus. I am not sure I’d want to play in it, but the prospectus makes me want to want to play in it, if you see what I mean.

Also, it has the best tag line ever, which I won’t ruin for you. Read to the bottom.

Monday Mashup #5: Fantastic Four

Another Monday, another mashup. What’s the Wayback Machine got for us today, Sherman?

“Um, it’s something about ‘true believers,’ boss.”

Right! Time to mash up the Fantastic Four! The Fantastic Four are notable among superhero teams for a) being a family and b) being the most blatant example of Jack Kirby’s “use the elements as inspirations” rule ever. It’s kind of a difficult mashup in that the characters are key to the concept, so you’d almost need to use pregen PCs. Perhaps we’re talking convention games, here.

My mashup follows.

WISH #60

WISH 60 asks:

How do you use different frames of reference or mindsets in your games? In what ways do your characters or NPCs in games you GM think differently from the people around you? What sorts of things make them different (societal, mental, physical, etc.)? Do you feel that you’re successful in incorporating and showing the differences?

I was actually kind of taken aback by this question for a moment. Shifting mindsets is a really basic, low-level component of my gaming. I am, to borrow the r.g.frp.advocacy jargon, an immersive player. I don’t forget who I am — that path is not deeply healthy for me — but I like the experience of mentally filtering reactions through a different mindset.

My ideal roleplaying experience is for me, Bryant, to take in the descriptions of the GM and other players; to then filter that through a sort of perceptual level and translate it into what my character sees; and then to express the reaction in the character’s voice. I’m the one who defines the perceptions, and I construct the mental map from the perceptions to the character, which allows me to figure out the character’s responses without “being” the character.

Maybe that’s not immersive after all. It is in that the effect is the same, but the process doesn’t match what I hear people who call themselves immersive talking about.

In a way, come to think of it, it’s the flip side of the classic GM technique of describing with the characters in mind. When describing a threatening situation to a cowardly PC, you quietly play up the menace: “there are, I don’t know, you can’t count how many orcs.” When you’re describing the same thing to a paladin, you downplay it: “there are perhaps seven orcs, poorly equipped.” Same situation, no dictating what the players are feeling — but what they pick up on depends on who they are.

I do that for my PCs. I filter the descriptions of the world to match what I think their perceptions would be. In Rob’s UA game, if an NPC is talking about occult weirdness, Reese hears the stuff about ley lines and patterns because it fits into his worldview; I mentally screen out discussions of entropomancy because Reese really doesn’t get how it works.

Or, put a third way:

blah blah GINGER blah blah blah blah blah blah blah blah GINGER blah blah blah blah blah…

Wiki'd witch

“Couple of days of light posting there, huh?”

Yeah, a lot of my creative energies got sidetracked over here. It’s a wiki for the Unknown Armies game I’m in. I kind of blame John for reminding me what a cool medium wikis can be. They’re basically Web notebooks — anyone can edit a page, and it’s very easy to create a new page. Active wikis grow like ivy, twining in odd and unexpected directions, creating a hedge maze of hypertext.

Wikis make an absolutely great medium for talking about roleplaying campaigns that have conspiratorial elements, or secret history, or mysteries. Our UA wiki has shed light on quite a few previously unsuspected connections. Very useful and rewarding. I think it’d also be interesting to use a wiki to design a world.

Other gaming wikis I’ve found, in no particular order:

WISH #59: Neos

WISH 59 asks:

Name three games you might use to get someone who has never roleplayed before into roleplaying.

Well, it depends on the someone, of course. The games I’d use for my 12 year old nephew might not be the games I’d use for my mom. But, hey, here’s a shot at it.

Feng Shui is a strong first choice. Character creation is really simple, especially if you stay away from the martial artists. The genre is one that’s perfect for cutting straight to the action, and PCs are likely to succeed. The chances of a negative experience right out of the gate are pretty slim. Of course, it’s also a fairly violent game, so maybe not the best for Mom, which leads us to…

Trollbabe. Incredibly simple system that puts a lot of power in the hands of the players. A lot of more experienced players are weirded out by this, so I’m curious to see how total newbies would respond. I think it would tend to provide a sense of ownership. Also, Trollbabes only have one stat, so there’s not much to remember. But the babe factor might be a bit much for Mom, so…

Screw it, I’ll go with Everway. (Thanks to Dorathea for the reminder. I swear I thought of Trollbabe independently!) It’s visually-oriented, which would be good for Mom, and not too complicated. Despite WotC’s terrible marketing, it is nonetheless an excellent game for New Age-inclined types as well as people who just like spiritualism. In fact, I’m now really tempted to make Mom play a bit next time I go visit.

Monday Mashup #3: Narnia

Sorry about the missed week last week; Gen Con killed me. I was gonna take a suggestion from Eric McErlain this week, but it’s a little too close to the last one in theme, so I think I’m gonna save it for a little while.

Also, I put together a Monday Mashup page for your delight and amusement.

What else… oh, yeah, I need to come up with something this week. OK, let’s pick some low-hanging fruit. Your inspiration this week is The Lion, the Witch, and the Wardrobe. Go.