Tag Archives: RPGs

Alternity “The Lighthouse” Session Summary 33 Posted

Thirty-second Session – Wait, wasn’t my last posting #31?  Session summary #32 is currently MIA because Tim is a huge slacker.  I’ll link it if it ever shows up.

The short form is that we steal some klick eggs from the alien base near the sick guy’s vault and scram.  Then we track down Scrooge McDuck’s pirate-stolen treasure on some Spanish colony and are attacked by rabid Ewoks.  Some pirates attack us, and regret it for the couple seconds of life remaining as Markus pounds grenade launcher rounds into them.  And then when we go into the caves to find where they stashed the treasure, we meet some rock crystal aliens that are like Hortas with illusion powers.  The emanations from the homing beacon the pirates placed there make them horny (no seriously) so in exchange for us turning it on and leaving it there (on a different frequency, natch) they let us have the moolah.

Thirty-third Session – Here’s where it gets freaky.  We get the rock-crystal aliens to help us by channelizing the pirates into our ambush, and murder or press gang them all.  But then as we’re loading the loot onto out ship, klicks attack.  But we end up cutting a deal with them!  Hooray klicks, our  new… allies?

As Markus, I found it entertaining that when I gave a frag grenade out to each of my companions, I gave them a very clear safety briefing.  Sadly no one remembered the safety briefing once the action started.  Lenny tries to activate his grenade by licking it and Ten-zil throws his grenade well within the 10′ effective range of his own party.  He’s not handing out grenades next time.  And then Markus’ own grenade launcher jammed!  That forces him to resort to melee because his Dex-based gun skills stink.  All this made a fight that should not have been challenging at all somewhat more challenging, but my new secret weapon is four ranks in Armor Operation which allows me to shrug off two points of rollover stun damage per shot, an immense improvement in combat durability.  Used to be, with enough mooks, even an armored warlion would suck up enough rollover to go down in a round or two.

I was totally ready to unload on the klicks but I saw the story hints and we negotiated.  I was wondering how the hell we were going to do anything against the huge unstoppable External army, and this appears to be the leverage point; if we can turn the klicks then it’s no longer “way more guys with way bigger ships and better tech who completely understand all your tech” time.

So all we have to do is assault the alien-occupied klick homeworld!  Easy peasy!

RPGs As Sports: Getting Cut

The latest installment in my series on treating RPGs as sports is about cutting players.  It’s inspired by the recent Randy Moss fiasco where he got cut from the Vikings after being with the club for only three games.

It’s somewhat the flip side of tryouts.  When do you decide someone shouldn’t be part of the team any more, who gets to say, and how does the cut get made?

Most groups run across this problem at some point.  Someone acts like a tool, or a freak, or just is making the game un-fun for everyone, or attendance is bad, and you want to unload them.

So what’s the line?  Well, to a degree it depends on how “serious” your game is – check out my post on categorizing your game as pick-up, league, or pro.

If your game is a pick-up game, then really you are almost never going to tell someone to leave short of them specifically doing something big that makes them unwelcome – messing up the host’s house, sexually harassing a female player, threatening someone, or other kinda “big bad” event.

On the other hand, in a “pro” game, you might let people go for poor attendance or just not making the team as good as it could be.

In a “league” game, it’s a lot more hazy.  It helps to have a process in place ahead of time.  (When Brad Childress cut Randy Moss, he kept emphasizing that “we have a process we use in these cases, and that’s what I did.”)  Just as in a sports franchise you have various stakeholders.  There’s all the players, and then there’s the GM (who you might think of as the coach) and there’s the host, who you could almost think of as the “owner”.

Why is the host so important?  In the end, it’s the host’s right to tell someone to “get out of their house” or whatnot (even if you game in a shared space, the game store owner or librarian or whatnot is the host and can chuck someone out).  The group can decide to move as a result, but there’s no such thing as “taking a vote” to see if someone can stay in my house.  But that’s more of a special case for the “one person specifically wants them gone because they did something” as opposed to the more usual “the group is getting kinda sick of them.”

Similarly, the strength of the coach (GM) varies from group to group.  In some, it’s “GM call” both on tryouts and ejections.  In many, it’s seen as a group decision.  But a lot of this depends on specific expectations being set.  Personally, I consider it a group decision to tell someone to leave the group, but my decision as a GM if I don’t want someone in my game.  (Kinda like it’s the host’s if they don’t want someone in their house.)  However, some groups may set the expectation that it’s not even the GM’s call on their game, so it’s worth making sure everyone’s on the same page there.

In the more general case of someone being disinvited from a group, please keep fairness and respect in mind.  It can become a very politicized thing that leaves everyone feeling bad.  “Jenny and Brad called the GM and said Bill had do go or else they’re not coming, but he’s friends with Ted, and it’s Ted’s house…”  If you get group infighting, everyone loses.

The best thing to do if people are seriously starting to grumble about someone is have a full group meeting without that person and hash it out with everyone there.  You don’t have to use Robert’s Rules of Order, but again it helps to set the process – is it “majority rules” or “anyone can vote him out” or “anyone can vote him in…”  Have a frank discussion about why people want the person out of the game, discuss whether the group in general feels like it’s merited, take a vote, and then act on it.  Don’t let it spin around for weeks – everyone will just have a bad time for that duration.

Maybe you all agree the person just needs a talking to.  This is even more sensitive – it’s hard to do this without the person getting put on the spot and feeling defensive.

Three real world examples after the jump.

Continue reading

Entertaining RPG Scene Drama of the Week

Ron Edwards has declared that the Forge is going into its “Winter phase” and eventually to die.  He considers this a huge victory.  For all of you younger than ~35 years old, “Ron Edwards” is a guy who has designed a couple small press RPGs and the Forge is his vanity forum.

This of course caused his arch-nemesis the RPGPundit to revel in Edward’s massive failure and diminishing stature.

Of course RPG.net, which was the home to much of the initial drama back say ten years ago, is all atwitter, since arguing over imaginary things is way more important than real gaming over there.  Up to 57 pages on one thread already!

I don’t really have a point here, just sharing links that are funny as shit.

Map of the RPG Forum World

There’s a clever new map on ENWorld that takes all the RPG forums, and at one hex per 1000 users, turns them into a fantasy world map.  It’s interesting to see the relative sizes.  ENWorld, RPG.net, and WotC are all big, but there’s some big ones I’ve never heard of – what’s a “Myth Weavers?”  And Giant In The Playground is a lot bigger than I thought.  Anyway, it’s good fun, and might lead you to some fun new forums, so check it out!

DDI Poops On Your Head Again

Heh, I guess they were worried that the chronic history of failure surrounding the D&D Digital Initiative was starting to fade.  So guess what!  The one usable piece of the DDI, the Character Builder, is being converted over into a Web app so that you can’t use it without still having a subscription.

The old one was a desktop app, so if you stopped paying WotC you could still use it and your old characters, just not get new rules updates and whatnot.  Well, that’s not a hardcore enough revenue stream.  So the new one is in Silverlight, is only delivered as a Web app, and will only save your characters to the cloud – NOT to your PC. And of course they plan to “mine your data continuously.”

That’s some bullshit right there.  And funnily enough it’s quite relevant to my real world life – this week, my company’s rolling out a Silverlight application people use to write code in.  But since we don’t hate our customers, we allow it to be installed out of browser, and also allow code to be saved to the cloud or to the user’s desktop.  It’s trivial to do – the only reason NOT to do it is if you want the people using your app to be completely dependent on you, and not be able to use it unless they keep paying you money.  Which is obviously the case.  Oh, and to prevent people from sharing it; I’m sure the plan is to force more people to buy subscriptions.

Fans are sad.  But they keep playing 4e!  Joke’s on you! You’re the enabler in this abusive relationship.  From the GSL to pulling all PDFs to the DDI, WotC has shown its clear disregard for its customers as anything other than a source of money to squeeze.  One might think that would backfire at some point.  But some people like being dependent I guess…

 

Publish Your Own RPG Magazine

Came across this cool new offering from HP – it’s called MagCloud, and basically it’s like Lulu for magazines.  You design the magazine, upload a PDF, they send you a proof, and then you set the price!  They charge 20 cents a page and anything above that goes to you; they handle printing, fulfillment, etc. and send your cut back to you via PayPal.

This would be great for zines like Wayfinder for Pathfinder where they’re high quality but PDF only – this lets you give people the option of print without any out of pocket expense or risk!  So FYI, PDF publishers… Give me a print option.  I never use PDF at the table and even reading it, if it’s more than about 6 pages, is annoying.  Sure, the price is somewhat steep, but it is vanity press, and you’re not paying it – it’s an option for those that want to.

RPGs as Sports: Tryouts

In my continuing series on learning from sports as a useful metaphor for our RPG groups, we’ll talk about running tryouts.

This is something many groups have already started to do.  When I was young, there weren’t formal tryouts, but in the last decade or so most of the time I’ve joined a new group they’ve had some kind of procedure for it.

So You Want To Join The Team?

Running tryouts might be a good idea when forming a gaming group, or especially when adding people to an established group.  Everyone’s there to enjoy themselves, and group dynamics are such that if you add someone who people really dislike or whose playstyle doesn’t jive with everyone else’s, then you risk losing your established players in the bargain – or just having everyone enjoy the game less.  Gamers tend to not be able to create strong social boundaries, and I’ve seen many cases where someone joins a group and really royally messes it up for everyone, and the passive-aggressive defenses they can muster don’t help.  Some players just leave, others come a lot less, others come but seethe inside and cause trouble.  “Being nice” to one person (by issuing an unconditional invite to someone the group doesn’t know) shouldn’t come at the expense of being nice and considerate to your existing teammates.  Rule #1 is the team comes first.

Some gaming groups formed out of a group of friends already in which case there’s no need for it up front.  But when you move, or when someone you don’t know says “I hear you play D&D, I want to join” – either you just say no, or you just say yes and have a lot of potential unpleasantness to deal with, or you hold a tryout.

Setting Team Expectations

The group needs to discuss to set the terms of the tryouts according to their group culture.  Is it “the GM makes the call who to invite to one of his campaigns, and that’s it?”  (Maybe with a “is everyone cool with that” to get feedback…) This works well for some groups, especially if the GM is also the game’s host.  Is it “group consensus” of some sort – “everyone gets a veto,” or “majority rules?”  Majority rules is usually a bad idea; unanimity is better for an established group.  If you have the problem that you don’t really trust the people in your group to make a sound decision (e.g. one guy is jealous of anyone else who shines too much) then you have an issue you need to take care of before inflicting it on a visitor.

Is the tryout for one session, or several, or a short campaign?  Or is it a “90 day trial period”?   The team should be agreed on how this is going to work ahead of time, and some discussion on what a yes or no should consist of.  “We should only vote no if we really hate them,” or “Let’s be really picky, only vote yes if you really actively like them…”  In any event, once someone’s in, they’re in.  They are a teammate unless you really have a drastic need to eject them.  It’s not fair to have the “new guys” always tiptoeing around the “established players.”

Also make sure everyone understands that a tryout is just like a job interview – both sides need to make a good impression. Don’t just focus on “putting the new guy through his paces” – if he doesn’t like your group, he’ll reject you. It’s the usual “don’t change who you are, but put your best foot forward” thing. Make sure they feel welcome, brief them on what they need to know (where and when the game is, social rules of the house, etc.  Beware in that some established groups can be very off-putting to new people – lots of shared context, in-jokes, etc. make it intimidating. And whoever the new person is, it’s quite likely they’re less of a freak than at least one of your established group. So pre-discuss with your group how to act.

Setting New Player Expectations

First thing is to make sure they understand it’s a tryout and the terms of it. “Hey, we’d love to have you but want to make sure you gel with the group. Come play with us next Tuesday as a tryout, after that if everyone’s cool with it you’re in.” Or “We have three people trying out for our open seat, you’re first in so after your time it’ll be a couple weeks; we’ll let you know the week of the 5th.” Or maybe you’re not doing tryouts, you say “hey anyone’s welcome” – but if you say that, don’t call them up after and say “sorry they didn’t like you, you’re not coming back.” Or “come join us for this campaign, but for later campaigns it’s up to that GM to invite you…” Set clear expectations with them.

They should be on time, show normal “guest in someone’s house” graces, etc. Let them know about expected custom – if you’re a bunch of slacker pigs they probably should know that; if you expect no cursing, shoes off at the door, not a minute late, and bring pizza money they should know that.

Practice With Them Before Playing With Them

A lot of it is more about personality/group fit than anything RPG specific, so even a board game night will show if they get along with people or not.

As for trying out in game, I think it’s done better in a one shot than as a guest shot in an ongoing campaign – if the campaign is too in depth then they’re lost. In my current gaming group, my first session was the climactic session of their entire several year long previous campaign; the GM handed me a hundred page sheaf of docs on world background – quite offputting and hard to do well. Or at the start of a new campaign. If it’s in the middle it’s somewhat inevitable that they play a NPC for the first time – it’s understood this is a tryout, and it’s disruptive to introduce a new PC that might not be there next time (unless it’s a casual or high death game).

Make sure and think about saying the meta-stuff you don’t always say at a game. Expectations about attendance (e.g. it’s expected you call if you can’t come), kinds of preparation expected, gaming style (e.g. we adhere to the book rules without exception), and that.

Play the Game!

Everyone should relax and have fun!  It was all our first time once (usually more than once).  Everyone should try their best and go in with the attitude that it’ll work out and that the new player will add a new dimension to the game.

In one long term game I ran, a player brought in a woman from work who was interested in playing.  She had never gamed before, and you certainly would not peg her as “the type” – hot high maintenance career type with a yippy dog and disposable boyfriends, likes to go out drinking, etc.  But she turned out to be a great player and in fact was a large apart of what transformed that campaign into an unforgettable experience.

So think about tryouts and how you want to do them – and if you have been doing them, have they been a fair experience, or should you make them more like a sports team tryout, where everyone understands the format and results?

Geek Related Hits 500 Posts!

I just noticed that my “RPGs as Sports” post is my five hundredth article on this blog.  Geek Related’s been around two and a half years now and is past 240,000 views!  That’s a lot of gaming goodness.

The biggest draws – my D&D 4e criticisms, our campaign session summaries (especially Rise of the Runelords and Curse of the Crimson Throne), and my exposes on miscreants such as Jim Shipman of Outlaw Games and Catalyst Games.

For the future – I want to concentrate more on adding game-usable content for Pathfinder and other RPGs, and do more RPG product reviews.  A couple third party Pathfinder companies have flagged me down recently and wanted me to review their works; I always enjoyed that but haven’t done much of it recently.

So stay tuned!  And feel free and tell me what you’d like to see more of around here…

RPGs as Sports: League vs Pickup Games

Many pages have been written about the woes of RPG attendance.  Some people attend without fail, and others are super flaky and don’t show up without notice.

Gaming groups occasionally try to make self-conscious “social contracts” but usually conflicts over this are just a passive-aggressive fun fest.  RPG groups seem to have difficult times setting boundaries.  “But they’re just here for fun…  Who are we to tell them they have to show up?”  However, this causes problems for GMs, who are often trying to plan intricate plots around the players, and for players that want to invest more in the game.

Well, sports have that problem too.  And they have developed concepts to help formalize it.  Consider classifying your games as one of the following:

Pickup Game: Where people just want to play some ball and make it happen with whoever’s willing.  Casual games, for fun.  Anyone is welcome, attendance is not mandatory week to week.  If only a couple folks are there, then we’ll find something else to do.  It would be polite to tell folks if you’re not coming, so they don’t wait on you, but if you can’t come it’s no big deal.  This also signals the GM – they need to run one shots, or plan campaigns that accommodate lots of in and out.  If you don’t show up too much, then don’t be surprised if you show up and there’s no game or they moved it without telling you.

League Play: You have committed to a team of the rec league/intramural variety.  You recognize that there’s a team that needs a certain number of people to make.  Maybe you’re a regular or maybe you miss from time to time, but this signals a certain level of expected commitment. Like with a bowling team – if you don’t show up at least half the time, they are probably going to say “Hey man, we need to fill that seat with someone who’ll be here more regularly.”  RSVPing is mandatory.  This works well for the middle of the road kind of campaign – sometimes intense, sometimes light, it’s best if everyone’s there but there’s enough slack that the GM can work through  you being out.

Semi-Pro/Pro: Your happy ass is going to be there unless you’re injured, and even then you should be there on the sidelines to support your team.  Absences should be rare and well excused.  This helps support very serious or complex games, and the GM can “count on” players being there when crafting encounters/plots.  There’s no need to RSVP because if you don’t show up and no one gets a call, they’re going to call the cops and hospitals on the assumption there’s something very badly wrong.

Consider that, by discussing and declaring if a campaign will be pickup, league, or pro, you set excellent expectations among the players and with the GM.

I ran a Pro campaign once.  I said, “I want to run a deep in character campaign with a complex plot.  You have to commit to regular attendance.  More than one absence in a month means you get written out, period.”  I had five busy professionals play in that campaign, and it ran for five years.  We only had one person turn over and that’s because they moved out of town.  I ran a pickup game another night for the gamers in our circle who couldn’t or didn’t want to do that.

My current gaming group is League play.  Sometimes people can’t show up and that’s OK, but if someone really can’t show up time and time again then they need to bow out.

Sometimes, you don’t have enough people willing to commit to a higher commitment for a team to “make”.  And it’s important to know that up front – running a game that is pretending to be League but is really Pickup just ends up disappointing everyone.  Players that do show up regularly get disappointed that it’s “board game night again” because only two people showed.  The GM looks at their politics-heavy plot that’s not working out and sigh regretfully.  The local city league soccer teams have some teams that pretend they can make, but then just crumble and make everyone unhappy because they don’t really have enough regulars (and if you think playing a man down in a RPG is a hassle, play a soccer game a man down, you’ll be feeling that in the morning).  If you can’t get a team to make, just play pickup.

Using this terminology can help you all be honest with each other about your desires and what the group is going to do, and helps set expectations – “Oh, I should treat this like I treat my company’s softball team!  I guess I won’t just not show up and not tell anyone.”

RPGs – An Art? A Game? No, a Sport

I was reading and discussing various gaming related topics with people lately, like “how do you set attendance expectations” and “is it everyone’s responsibility to make sure everyone has fun,” and I kept thinking “Hmm, I’ve heard solutions to these problems before…  Oh, that’s right, from sports.”  And then it came to me; the closest analogy to how a RPG game functions is a sporting event, and the gaming group resembles nothing more than a sports team.  And that realization opens up a lot of extremely time-tested best practices for us to use.

For those of you who only dimly remember sports from enforced gym classes back in high school, let me explain.  RPGs are very dissimilar to board games, card games, and other pastimes of that sort because they require a “team” to play.  Just like a baseball or basketball team, you have a small group of people, who have somewhat specialized roles (instead of “center” we have a “fighter”) that have to work together to achieve victory.  Some computer games have gotten to this point, where within them you have leagues and ladders and whatnot. You have some competitive board game etc, leagues but those are mostly individual. And there are other relevant groups we could pattern our dynamics after, like an acting troupe – but I figured “being flaky and having sex with each other a lot” isn’t the direction I wanted to go with this.

I think refactoring the way we think about our gaming groups as a sports team adds a lot of healthy insight and clarifies a lot of the group-dynamics problems we tend to have. The human race has put huge money and effort into team sports and a lot of wisdom has emerged from that.  To a degree we have trouble figuring out how to conduct ourselves and our gaming groups because it’s such a fringe, uncommon thing, we’re not sure what to model after. There’s a lot of default expected behavior relative to sports teams (that translate across teams and even across sports) and it would be nice to have more of that in gaming.

I’m going to post separately about various aspects of this, but here’s a teaser list of topics where sports brings some good knowledge to our gaming.

  • Game Attendance – pickup game or league play?
  • Gaming Sportsmanship – being a good winner and loser and showing consideration to others
  • Players as Teammates
  • Player Behavior – show hustle, shut the hell up when the coach is talking, etc.
  • The GM as Coach – the GM’s other responsibilities
  • You’re Off The Team – why, when and how do you disinvite a player?

So meditate upon this truth.  What if my gaming group was, say, a city league soccer team?  What would we be doing differently?  Share insights here, I might pick them up for an article down the road.

Open Design Freeport Adventures for Pathfinder!

Awesome news courtesy of Game Knight Reviews – Open Design is doing a patron project for Pathfinder called “Dark Deeds in Freeport,” set of course in Green Ronin’s famous pirate city of Freeport.  The Open Design site says:

“Using the Freeport Companion: Pathfinder Roleplaying Game Edition as a resource, patrons of Dark Deeds in Freeport will work with Wolfgang Baur, Chris Pramas, and lead designer Michael Furlanetto to create six adventures that blend swashbuckling adventure with supernatural horror in the Freeport tradition.”

You can pay to be a patron here!  As I’m running a long term pirate Pathfinder campaign using a lot of the Freeport material, this is like the perfect product for me.  Usually I don’t believe in paying up front with the patronage model – I’ll buy it after it’s finished and I see reviews.  But this actually makes me want to participate in the process, so I’m signing up!

The New Gamma World

OK, we all know I’m a 4e hater so just take this in that spirit.  I was prepared to not buy but not hate on the new Gamma World.  But I saw it being played in a game store today and noticed that they sell card “booster packs,” randomized and with “rares” just like Magic cards or whatnot, to players.

A stack of cards for random effects comes in the game box.  But if you buy your own, you can construct your own “player deck” of mutation powers from them.  Now, this is brilliant from a revenue stream point of view.  They have always made great bank from CCGs and this means you can convert RPGs into that kind of a stream.  But something in me balks at “players that spend the most money do better.”  Maybe I’m just being old and grumpy. But I don’t like it in computer games either, the new “micropayments” where you can pay RL cash for better weapons or whatnot.  Of course, I think the South Korean economy pretty much runs on that now, maybe it’s the wave of the future.

I didn’t actually like the old Gamma World – I played it once with Jim Ward GMing, no less, and its goofy and pointlessly random nature really put me off (I don’t mind that per se, I like Paranoia, for example, but there seemed to be a disjoint between the tone and the results).  So it’s not like this is ruining memories from my youth or whatnot.  I don’t know, I put my couple thousand dollars into Magic and then I swore it off, so maybe that’s the problem.  Am I just being a grumpy grognard?  Or what?