I watched The Avengers last night. Let's put to side all the rambling, incoherent phrases of joy about how happy it made me feel. Instead, let's just point out something I'll polish in my GM kit: why they avenged in the first place.
It's a group of adventurers and do-gooders, after all. They're not all on the screen at the same time and they aren't all friends, so why work together? It's more than just the motivation for glory, it's a concrete thing. Without giving away spoilers, if CENSORED hadn't died, none of them would have come back from their in-fighting in order to take on Loki and the invading horde. It was enough to make them see beyond themselves in order to work as a team.
For my games, this is an important technique for group cohesion - assuming that it's the kind of story that needs it. The Big Threat (tm) sometimes isn't enough by itself and needs to be made personal to each of the characters so that they take action. Characters need to be personally motivated, not generally motivated. "Fame and fortune" are bad motivations. "Imprisoning the black knight for his crimes against my beloved people" is better, especially if the black knight has done horrible things which have personal significance to the player characters.
The motivation for the Avengers to work together is personal, not general, with the possible exception of Captain America, but even he was prone to in-fighting before CENSORED died. Make it personal and you'll get better response from the characters, creating better story.
Monday, 14 May 2012
Wednesday, 9 May 2012
Roleplaying is a Skill
There was a fashionable topic in gaming about four years ago concerning the quality of gaming at the table. Some of the discussion was around the idea that there are some gamers who are better at gaming than others. It's a topic of perspective and expectation, of course, but I think it comes down to this: roleplaying is a skill.
Roleplaying games are a mixture of story making, improvisational acting and rules optimisation. As players (and by this I think I'll include GMs in that group) we're all involved in those three. Understanding the rules is important to playing the game the way the designer intended*. Those rules are set up with a reward system so that the player is encouraged to behave in particular ways. In order to get the most out of the game, therefore, the player needs to know the rules and get the most out of them. It's the law of self-interest in gaming. Most games facilitate that self-interest and as players we exploit those rules. That's a skill just like tax accountancy. Know the rules and get the best out of them.
Improvisational acting is a skill too. Many of us know how to make things up, but can we do it on the fly as a performance? That takes practice, ergo it's a skill. There are plenty of techniques we can employ to do it, and volumes written about it as well. We can learn it, and we should learn it.
Improv also has an element of story making in it, but it's not the only story making that goes on during a game. Sometimes we pause and talk at the table about the best choice for the next part of the story. Different players make suggestions about the next thing that would make the story enjoyable and it happens separate to acting. There are techniques in that and we gamers like to give them names. "Make failure interesting" or "fail forward" or whatever you like.
At the end of it I come back to my original thought that roleplaying is a skill. Each of us will learn it up to the point that makes it enjoyable for ourselves; self-interest again. I wonder, though, how many of us will learn it up to the point that makes it enjoyable for the others at the table. Musicians can either play guitar in their bedrooms and fantasise about performing in front of the crowds, or they can practise until their performance becomes enjoyable to an audience.
What will you do with your gaming skills? Will you keep them for your own enjoyment, or will you level up to bring enjoyment for others too?
* OK, so their intent is sometimes lost in the actual words of the text, but I hope you can run with me on this.
Roleplaying games are a mixture of story making, improvisational acting and rules optimisation. As players (and by this I think I'll include GMs in that group) we're all involved in those three. Understanding the rules is important to playing the game the way the designer intended*. Those rules are set up with a reward system so that the player is encouraged to behave in particular ways. In order to get the most out of the game, therefore, the player needs to know the rules and get the most out of them. It's the law of self-interest in gaming. Most games facilitate that self-interest and as players we exploit those rules. That's a skill just like tax accountancy. Know the rules and get the best out of them.
Improvisational acting is a skill too. Many of us know how to make things up, but can we do it on the fly as a performance? That takes practice, ergo it's a skill. There are plenty of techniques we can employ to do it, and volumes written about it as well. We can learn it, and we should learn it.
Improv also has an element of story making in it, but it's not the only story making that goes on during a game. Sometimes we pause and talk at the table about the best choice for the next part of the story. Different players make suggestions about the next thing that would make the story enjoyable and it happens separate to acting. There are techniques in that and we gamers like to give them names. "Make failure interesting" or "fail forward" or whatever you like.
At the end of it I come back to my original thought that roleplaying is a skill. Each of us will learn it up to the point that makes it enjoyable for ourselves; self-interest again. I wonder, though, how many of us will learn it up to the point that makes it enjoyable for the others at the table. Musicians can either play guitar in their bedrooms and fantasise about performing in front of the crowds, or they can practise until their performance becomes enjoyable to an audience.
What will you do with your gaming skills? Will you keep them for your own enjoyment, or will you level up to bring enjoyment for others too?
* OK, so their intent is sometimes lost in the actual words of the text, but I hope you can run with me on this.
Friday, 4 May 2012
Taking the Fight out of Fighting Fantasy
My gaming group has been playing Advanced Fighting Fantasy for four sessions now and due to some scheduling problems, I found myself as the GM on short notice. It's like a convention, but with 24 hours prep time instead of 24 minutes.
I thought about the characters and the players in the group to figure out what kind of game they wanted and what kind of story to tell. Up to this point we had a group of mercenaries, playing out a tabletop version of WOW. Since a couple of players were new to tabletop gaming I took the opportunity to show them yet another style of gaming, but still within the boundaries of a familiar gaming system.
In the party that night was a war mage who was a loyal agent of the king, a mercenary elf archer, a dwarf mercenary and a paladin of the state religion. Nearly all the skills in the group were fighting skills, with a couple of sneaking or conning skills. The game is Advanced Fighting Fantasy after all. I decided to push a few character buttons in the form of questions.
I thought about the characters and the players in the group to figure out what kind of game they wanted and what kind of story to tell. Up to this point we had a group of mercenaries, playing out a tabletop version of WOW. Since a couple of players were new to tabletop gaming I took the opportunity to show them yet another style of gaming, but still within the boundaries of a familiar gaming system.
In the party that night was a war mage who was a loyal agent of the king, a mercenary elf archer, a dwarf mercenary and a paladin of the state religion. Nearly all the skills in the group were fighting skills, with a couple of sneaking or conning skills. The game is Advanced Fighting Fantasy after all. I decided to push a few character buttons in the form of questions.
- Where is the war mage's real loyalty; to his comrades or to the king or...?
- What will the paladin do if he was faced with a hard moral choice between conscience and duty?
- How will the elf react when the relationship between elves and humans is strained?
In the game these manifested around the idea that the city-state was more than a little human-supremacist. Non-humans are tolerated because they do the degrading jobs and can be skilled cannon-fodder in a fight. The short versions of the plot elements to match the questions I posed were these:
- Another paladin asked the war mage (king's agent) to spy on the PC paladin for being overly familiar with non-humans.
- The PC paladin heard about a race hate crime that left three elves dead in the street. No one was sent to investigate and the city guard dumped the bodies in the garbage outside the city.
- The elf was charged with a sacred oath to take vengeance on the killers, or on the city guard who allowed it to happen.
As you can imagine, this created loads of fantastic plot tension in the group. Our game became an investigation game, with plenty of opportunities to face down hostile elves without actually fighting. Only when some hired goons were sent to scare off the human sympathisers were swords drawn.
Now, none of this is to boast that I'm a real roleplayer or that AFF is TEH SUX0R!!!!!1! I used the system to support our game, and our game was about making stories that were relevant to the player characters and which were enjoyable to the players. In fact, I found that the system was flexible enough to let that happen in a meaningful way. It didn't get in the way and didn't feel like I'd shoehorned it into something strange. All we did was turn the fighting down from ten to three and fill the other space with character story. And this is what we found out about the characters.
Now, none of this is to boast that I'm a real roleplayer or that AFF is TEH SUX0R!!!!!1! I used the system to support our game, and our game was about making stories that were relevant to the player characters and which were enjoyable to the players. In fact, I found that the system was flexible enough to let that happen in a meaningful way. It didn't get in the way and didn't feel like I'd shoehorned it into something strange. All we did was turn the fighting down from ten to three and fill the other space with character story. And this is what we found out about the characters.
- The war mage is loyal to the kingdom, or possibly his own career advancement. He's definitely not loyal to the paladin.
- The paladin has some significant moral disagreement with others in the order and in the city about how to treat non-humans, and is willing to kill for that cause. He's chosen conscience over duty.
- The elf will side with other elves and is willing to kill for them, although he's also willing to deceive them to solve a problem.
Subscribe to:
Posts (Atom)
Labels
1KM1KT
(1)
3:16 Carnage Amongst The Stars
(1)
4ZZZ
(1)
A Penny For My Thoughts
(6)
Abney Park
(1)
Actual Play
(13)
Administration
(3)
Adults only please
(1)
Advanced Dungeons and Dragons
(5)
Advanced Fighting Fantasy
(4)
Agon
(14)
Andrew Smith
(1)
Apocalypse World
(3)
apocalyptic
(1)
Art
(2)
Aspects
(1)
Auscon
(11)
Australian Game Designers
(1)
Avengers
(1)
Battlestar Galactica
(1)
Behind The Screens
(1)
Bits and Mortar
(2)
Blades In The Dark
(1)
Blank Shield Press
(1)
Brass Goggles
(1)
Braunstein
(3)
Brick Battles
(2)
Brisbane
(5)
Burning Wheel
(33)
Campaign
(1)
Car Wars
(5)
Car Wars Tanks
(2)
Chess
(1)
Chick Corea
(1)
Chris Perkins
(1)
convention
(1)
Convention tips
(1)
conventions
(1)
Cosplay
(1)
Cthulhu
(1)
Cubicle 7
(1)
CW6
(1)
Cylon
(1)
D&D
(1)
D&D 5e
(1)
Daniel Solis
(1)
David Pidgeon
(6)
Death Race
(1)
Design
(11)
DeviantArt
(1)
Diaspora
(7)
Dice and Clouds
(1)
Dicebook
(1)
Discordia.se
(1)
Divine Trauma
(2)
Do
(1)
Dogs in the Vineyard
(3)
Don't Lose Your Mind
(2)
Don't Rest Your Head
(24)
DramaSystem
(6)
Dresden Files RPG
(3)
DRYH
(4)
Duel of Wits
(1)
Dungeon
(1)
dungeon crawl
(2)
Dungeons and Dragons
(8)
Dungeons and Dragons Pennny Arcade
(2)
Elizabeth I
(1)
Embers of the Forgotten Kingdom
(1)
encounters
(1)
Erick Wujcik
(1)
Escape or Die
(1)
Every Gamer's Guild
(7)
Evil Hat
(7)
F20
(1)
Fat Dragon Games
(1)
FATE
(6)
Fate Core
(4)
Feng Shui 2
(1)
Fenix
(1)
Fiasco
(4)
Fred Hicks
(7)
Free RPG Adventure Ideas
(2)
Free RPG Blog
(2)
From the news
(3)
FU
(7)
FU RPG
(4)
Fudge
(1)
fundamentalism
(1)
Gail Simone
(1)
Game Chef
(1)
game design
(14)
Game of Thrones
(5)
Game theory
(2)
Gamer dad
(2)
Gaming
(3)
Gaming gear
(1)
Gary Gygax
(1)
Gen Con Oz
(8)
GenCon
(31)
Gettin' Away With It
(4)
GM advice
(1)
GM style
(2)
GM Technique
(8)
Go Play Brisbane
(26)
golf
(1)
Good and Evil
(1)
google hangouts
(1)
Grey Ranks
(3)
GUMSHOE
(1)
GURPS
(1)
Hamlet's Hit Points
(1)
Happy Birthday Robot
(3)
Here Be Gamers
(3)
Heroica
(1)
Hillfolk
(1)
Horror
(1)
Houses of the Blooded
(2)
Indie Game Designer
(4)
indie gamers
(1)
Indie Games Explosion
(11)
indie games on demand
(9)
Indie Press Gang
(2)
Indie Press Revolution
(3)
Indie RPG
(14)
Inquisitor
(1)
iPad
(1)
IPR
(4)
Jason Morningstar
(1)
John Cleese
(1)
John Harper
(5)
John Hodgman
(1)
John Locke
(1)
John Reid
(2)
John Wick
(1)
Kenneth Hite
(1)
Kickstarter
(2)
kill puppies for satan
(2)
Knightmare Chess
(1)
Kuang Hong
(1)
Lady Blackbird
(2)
LARP
(1)
Lego
(4)
Lego Agonica
(1)
Lego FU
(11)
Long Beach Geeks
(1)
LoveHate Design
(1)
Lulu
(2)
Machiavelli
(1)
Madman
(1)
magic
(2)
Magic Burner
(1)
Major Wesely
(1)
Mark McPherson
(1)
Mark Peric
(3)
Marvel Super Heroes
(1)
May The FU Be With You
(2)
Mechaton
(1)
mf0
(1)
Michael Wenman
(6)
miniatures gaming
(1)
Mixel
(1)
Mobile Frame Zero
(5)
Monopoly
(1)
Monty Haul
(1)
Munchkin
(2)
Mutant City Blues
(1)
My Kitchen Rules
(1)
My Life With Master
(1)
NaGaDeMon
(17)
Nagademon 2013
(6)
Nagademon 2015
(2)
Narrative Control
(2)
Nathan Russell
(9)
Neology
(1)
Neoncon
(1)
Nietzsche
(1)
Ninja vs Pirates
(1)
Nobles
(14)
Nuria
(2)
O Mortal
(10)
One-shot
(1)
Organising Games
(1)
Orphan Black
(1)
parenting
(1)
Paul Tevis
(2)
PDF
(3)
Perception Check
(1)
Peril Planet
(3)
Perth
(2)
Peter Adkinson
(1)
Peter Adkison
(1)
Peter Blake
(6)
Philosophy
(3)
Pictionary
(1)
Pirates Showdown
(1)
Play report
(1)
play style
(1)
Playtesting
(2)
Pocketmod
(1)
Podcast
(3)
Podcast of Foes
(1)
Poison'd
(18)
Poleconomy
(1)
Power 19
(1)
Primetime Adventures
(13)
psychology
(1)
Publishing
(2)
Quality Comics
(1)
Queen
(2)
Religion in gaming
(6)
Rifts
(1)
Rob Donoghue
(1)
Robin Laws
(6)
Robotech
(1)
Roleplaying skills
(2)
Roll20
(1)
RPG
(9)
RPG Advice
(2)
RPG Podcast Review
(1)
RPGNow
(1)
RWBY
(1)
Ryan Macklin
(1)
SacredVows
(1)
Sagefight
(2)
Scott Haring
(1)
Scott Vandervalk
(1)
Scrabble
(1)
Scribd
(1)
Sean Nittner
(1)
Second Generation Gamer
(1)
semiotics
(1)
Seth Godin
(1)
Setting Hack
(3)
Shakespeare
(1)
Siege
(40)
Silence of the Lambs
(1)
Skrillex
(1)
Skype
(2)
Skyrim
(1)
Smallville
(1)
Social contract
(1)
solo gaming
(1)
Sons of Kryos
(1)
Sons of Liberty
(1)
Space Rat
(5)
speculative fiction
(1)
Spirit of the Century
(21)
Star Wars
(8)
steampunk
(1)
Steve Darlington
(1)
Steve Jackson Games
(3)
Storn Cook
(1)
Story games
(12)
Sucker Punch
(1)
Supanova
(2)
Super Gachapon Fighter Omega Infinity
(1)
Superman
(1)
Swancon
(2)
Swashbucklers of the 7 Skies
(1)
Swords
(1)
Taboos
(1)
Tactics
(1)
Tales From The Floating Vagabond
(1)
Talk Like A Pirate
(1)
That's How We Roll
(1)
The Beast of Limfjord
(1)
The Bones
(1)
The Cells
(10)
The Eighth Sea
(3)
The Forge
(4)
The Lego Movie
(3)
The MESSAGE
(1)
The Mountain Witch
(1)
The Spark RPG
(1)
The Stockade
(8)
The Walking Eye
(3)
Them They and Those Guys
(1)
Theory
(2)
Theory From the Closet
(2)
Timothy Ferguson
(1)
Transformers
(1)
Twitter
(1)
Unlit Match
(9)
Uprising
(6)
Victor Wooten
(1)
Vincent Baker
(7)
War Showdown
(1)
Warhammer
(2)
Warhammer 40K
(1)
Will Hindmarch
(1)
world building
(1)
WOTC
(2)
XKCD
(1)
Zedgames
(5)
Zombie Cinema
(3)