Press "Enter" to skip to content

Category: Gaming

Rip remix burn

WISH 42: Reusing Characters

Do you ever reuse characters from game to game? When you reuse characters, what do you bring from game to game: a name and a personality, stats, or more? What kinds of characters do you reuse and why? If you GM, do you like to have players bring in existing characters? Why?

I don’t ever reuse characters… wait, that’s not true. I’ve used Mange (half-orc barbarian) more than once, but that’s because I intentionally use him as a test character for 3e games. Any time I don’t want to burn a “real” character concept on a game before I know if I’ll like it, I’ll trot him out. He served as my NWN character as well.

Hm, and you could say I’ve reused Constantine as well, if you again count computer games. But there’s not much roleplay per se in those. Still, OK: I’ll say I reuse characters for the purpose of coming up with computer game avatars. And now that I think about it, those two games are the only computer games I’ve played for extended periods of time. Maybe there’s a reason for that; I’ll have to experiment.

In pen and paper games, however, I don’t generally reuse characters. I do reuse concepts; I went through half a dozen iterations of the bright young noble before I went on to something else. In some ways, my travelling backwoods feng shui master from Rob’s UA game is very similar to my cleric of Mercury in Carl’s 3e game. I reuse (and remix) concepts, but not characters.

WISH 42: the morning after

Isn’t the morning after sort of the definition of incoherency? Anyhow. WISH 41 asks:

How coherent do you expect a game world to be? Is a game world merely a stage for the characters, or does it have a life of its own? How deep does it need to be to satisfy you? How do you contribute as a player or GM to making the game world more coherent, if you do?

This is kind of a hard question to answer, given that my primary GM for the last five or so years is the kind of guy who has every NPC in his cities statted out. So I think I don’t care so much about coherency, but perhaps I am spoiled and I would hate it if the world wasn’t coherent.

However, I think that what I really want is not so much coherency but depth. I like being able to go in any direction and find something there. Maybe the GM is ad libbing it, or maybe s/he’s just thorough. I don’t much care as long as I can’t tell the difference.

The classic GM trick, of course, is to simply listen to the players theorizing and choose one of the theories to be accurate. That works OK for me.

Depth is different than coherence. Let’s say one NPC says he used to work with another NPC; I’m not gonna think much about whether or not they were actually in the same place at the same time in the game world. I’m big on suspension of disbelief, and am happy to paper over small cracks in the world.

Genre of wishes

I am slow as molasses in January, but here’s my thoughts on WISH 40: Preferred Style. The question:

What style of game do you prefer to play in? Style here does not mean genre, although certain styles work better under some genres than others. Style is more about the elements that predominate in a game: combat, politics, mysteries/puzzles, romance/interpersonal relations, etc. What three adjectives best describe your favorite game style? Does this style lend itself to particular genres or games?

I like games with lots of mysteries in them. When I’m GMing, I find I always think in terms of mysteries, which is one reason I don’t consider myself a great GM — lots of people want more straightforward stuff, and focusing on the mystery/puzzle can shortchange the roleplay. But I really like figuring things out, particularly within the context of a particular PC’s mindset. You can see this in my Unknown USA character Reese Beulay, who has a pretty odd take on the occult.

I like horror. Is that a genre? From experience, I don’t think so. I’ve probably never run a game without some horror creeping in — squicky stuff, tension, that kind of thing. It’s my favored means of achieving immersion. I find that the horrific tends to focus people marvelously.

I like roleplayed interaction. I’d rather do a scene where I don’t get information out of a well-realized NPC than a scene where I get information out of an NPC who might as well be named “Information Dispenser.” Story is less of a concern for me than roleplay and a fully realized world; I’m of the camp that believes that story arises inevitably from the right setting.

So, three adjectives? Horrific, immersive, and personality-driven.

What's in a demon

Warped setting idea for Sorcerer: high school cliques. Remember, in Sorcerer the demons don’t have to be demons per se. So in this setting, the demons are the clique leaders — the cheerleaders, the quarterbacks, the people who control the lunch tables. The sorcerers are the new kids in school. They have a choice: they can suck up to the cool kids (Binding, Containing, and so on) or they can maintain their Humanity (the amount of time they spend with actually interesting people).

Disclaimer: this concept might make Ron Edwards turn green, I dunno. It is not intended to accurately model high school. Plenty of popular kids in high school were also interesting. Etc.

Systematic

It occurs to me that the ideal system for a Malazan Empire game would be Hero Wars. Which makes more sense the more I think about it; the Malazan Empire is heavily informed by Steven Erikson’s background in anthropology and archeology, after all. Glorantha is right up there with Tekumel in the upper echelons of similarly-influenced worlds. It seems you can’t write this sort of fantasy without an understanding of the way the mythic touches the everyday, and Hero Wars is admirably suited for that sort of thing. It is designed to scale from the mundane to the realms of the gods.

This makes it a great framework for a world in which the gods are often mere mortals ascended to a new existence, n’est pas? I’d have to hack out a magic system. The Hero Wars system is plenty loose enough but none of the four systems detailed in the main rulebook fits the warrens. I’d also have to write up keywords for the world, but that’s easy enough. Malkazans, Wickens, Seven Cities, Barghest, Tiste Andii, Genabackis Free Cities, Rhivi, perhaps even T’lan Imass… not that hard. It’d be more time consuming figuring out the warrens.

WISHful thinking

The WISH of the week:

Do you (or your GM) ‘play favourites?’ Do you feel you have to justify your answer? Do you have a horror story to share?

I agree with Greg Morrow’s comments (follow the link above), with some additions. Favoritism shows up most often as spotlight time, a concept I find tremendously useful when thinking about balance. It doesn’t matter if Bob the Paladin can deal out more damage than Ernie the Weedy Cleric if Ernie does all the negotiations and it’s a socially oriented campaign.

Favoritism is rarely, in my experience, a case of the GM giving one player lots of cool things. It’s usually a case of feeding one player spotlight to the detriment of others — and the GM can always do that. It’s easier to do that without feeling unfair, too, since you’re just directing the story in an interesting direction.

Now, there is another form of favoritism that’s even subtler and in some ways more insidious — campaign discussion. What happens when a GM spends a lot of time talking about a campaign with one of the players, but not others? The same kind of spotlight problem, but the other players can’t see it. The effects are still there, though.

(And nah, nobody I’ve played with a lot over the last five years has had either of these faults in anything more than the most minor ways. I share Greg’s worry that I hog spotlight, though.)

Free live magi free

Promise to self: one non-war related post per day, minimum. I am not defined by my stance on this war.

Atlas Games just released Ars Magica as a free PDF. Daring move, but it comes from one of the most savvy businessmen in the RPG business. I’m guessing it’ll work out pretty well and serve as a driver for sales of the supplements.

When will you game?

New week, new Game WISH. The question today:

How do you prioritize gaming in your life to make sure it happens on an ongoing basis? Are there circumstances or scheduling issues that make it more or less likely for you to participate in a gaming session or a campaign? How do you work around these issues, or can you?

I don’t really have that many commitments outside gaming — I tend to like to live a relatively unencumbered life. Even taking dating into account, I can swing a couple of biweekly games fairly easily. On the other hand, weekly games are a bit much of a commitment for me, which is the flip side of that attitude.

What works for me is firm scheduling, as far as possible in advance, preferably with reminders a couple of days before the fact. I like solid dates that don’t change. As I’ve hit the dire thirties, I’ve found that it’s easier to find gamers my own age who can make dates when they promise they will.

Not missing a date is important. Once a game misses two or three sessions, it’s really hard to get back into the swing of things. I’ve found another useful trick is to have something else to play — a one-shot, generally — on nights when you don’t otherwise have quorum. I’ve been thinking it might make sense to actually have characters generated for just such a night, too; I may try and convince the campaign I’m currently in to try that. (Hi, guys!)

Supplemental WISHes

Whoops, I missed a WISH. Well, last week was pretty busy. This week, it’s all about supplements.

What do you think about supplements to game systems? Do you like the additional material, or are you just annoyed about spending the money for the additional rules? Name up to three supplements you?ve really enjoyed, and describe why you liked them.

I like supplements. I have the gamer fondness for more crunchy stuff, although I’m just as happy without it, but what I really like is cool world material. This bias is about to become utterly apparent when I talk about my three favorite supplements.

First, perhaps the best supplement ever, GURPS Fantasy II by Robin Laws. I’m cheating, here, because the reasons I love the Madlands have nothing to do with the fact that they were presented as a supplement. There’s nothing terribly GURPSy about the Madlands; they’re an insane Cthuloid Laplanderesque setting permeated with the horror of Christopher Robin. Layered over the bleak chill of the Madlands, you’ve got half a dozen ornately conceptualized cultures ranging from a really original take on magocracy to a society of immortals that does magic by shooting up powdered gems. You’d do just as well running the whole thing in FUDGE or D20. Really, it’s a game world that hijacked GURPS for a quick trip to your local gaming store.

So OK, let’s have another first. First, perhaps the best real supplement ever, Spherewalker Sourcebook by Greg Stolze. It’s a volumnious sourcebook presented as an encyclopedia, which is a terribly clever conceit. I think it works so well because the short format of each entry forced Stolze to really focus on getting a game hook or two into a couple of short paragraphs. Further, the interlocking format, in which the entire picture becomes clear only after reading all the entries, is an excellent model for a revelatory campaign — a mode that Everway is well suited for. Doesn’t hurt that it’s very well written.

Second, I’m gonna say Charnel Gods by Scott Knipe. I talked about it a lot in the entry linked to above, so maybe just go back and take a look. This almost falls into the category of “more a game world than a supplement,” but the skill with which Knipe adapts the Sorcerer memes to support his unique concept saves it. You could run Charnel Gods in another system but it’s better in Sorcerer.

Third, I will cheat a little more and claim that the psi order/region supplements for Trinity are a single choice. I could pick one of them but I’m lazy, and they’re really all very good. Andrew Bates, the line editor for Trinity, solved the White Wolf splatbook dilemma: how do you make a clan/guild/breed/whatever book interesting and useful for most of the player base? Answer: you link the psi orders to a specific region and make the order books cover the region as well. Since each order was really designed side by side with the region in which they reside, it doesn’t feel forced. Bates did more within the parameters of the White Wolf system than any other line developer. (Sorry, Rich, Justin, et al. But Bates is the man.)

It’s probably obvious, given the examples I’ve chosen, that I’d rather have world than rules. I like it when rules are presented to support new aspects of the rules; for example, I’ve been pretty impressed with the Forgotten Realms line lately. (For a high magic over the top what if John Woo directed a fantasy movie feel, the Realms aren’t bad.) I am not so hugely fond of just new widgets. The classbooks for D&D excited me insofar as some of the classes provided new plot ideas.

Note to self

A generation ago, the City fell. The world fell. It is said that a great disaster marked the date, but that none knew of its significance until it was far too late. It is said that once, men did not believe in demons. If that is so, then disbelief was washed away by a torrent of winged creatures who eat memories and leave only shadows where men once walked.

You are brookers, heirs to the tradition of your fathers, who fought the good fight on the Street of the Walls. You bargain with the merchants of the mainland, to ensure that every resident of the City can eat. You battle the demons that live in the tops of the fallen towers with sword and fire, because that is what your fathers did before they died, and you are better trained than your fathers.

You are curry men, who fearlessly ride the metal steeds of a dead era, with the sacred bags slung over one shoulder. You carry dispatches throughout the City, so that the brookers always know what to buy and what to sell. You are in more danger from the demons than anyone, as you dance around the hulks that litter the streets, but you know no fear.

You are barrers, who know the secrets of words and clauses, and the ways in which a sentence shapes those who read it. You bind the demons of the City, weaving webs of pacts and treaties, to create safe places for the curry men to ride and for the brookers to live. You worry, sometimes, that the demons take your soul even as you take their free will, but you know that the world would end without you, so you stay true to your path.

In the southern section of the City, the aged foreign wizard Soros crouches at the top of the Empeer Spire, watching all below him. He is not of the City, and it is well rumored that he treats with demons. None other safely lives above the ground, and one man can not stand against the hordes, so his corruption seems self-evident.

Far to the west, the Children of Buffet keep the spirit of Ampire pure in the great wheat fields of Witah. But that is very far from the City.