Showing posts with label Pacing. Show all posts
Showing posts with label Pacing. Show all posts

Tuesday, April 2, 2013

Complilation of Short Thoughts

This is me trying to purge my file of "Oh, THIS is interesting, but I don't know that I have enough to write about on it." A lot of these thoughts are around getting closer to what I want out of a game, and cutting out a lot of the fluff.

Party Creation Session Template - I like having groups of adventurers linked by shared experiences at my table - it makes it easier to integrate the group. While the first attempt at Dresden Files didn't go perfectly smoothly, it did make for a convenient backdrop to how the PCs met and interacted.  As I get older and my time becomes more valuable, I'd like to get to a lot of the meat of group interaction versus having to waste a session or two on "why am I here with these insane people again?"

Table Balance of Drama and Levity and Playing Cards to Play Cards, or to Socialize; the latter is actually more interesting for me, because of a constant conflict I have with my wife. We both love to play games, table-top, board games, or your standard card games like hearts or spades. However, we frustrate each other because our intent is different - when I play hearts, for example, I want to play hearts; I'm not there to socialize while occasionally dropping cards on the table. Socializing/talking is fine, but it is secondary to the enjoyment of the game, for her, she generally would rather socialize than play cards, so we have an inherent conflict. And that gets at the heart of these two posts - finding the right balance of gaming as a social activity because we are all friends, and getting into the meat of the subject.

Frankly, for my next game, I'm seriously contemplating trying just a beer and pretzels social event because I'm frustrated with the distractions of life.

Which probably just means I'll get one of my more serious games.

The Currency of Time - I've often said that time is the most valuable resource, because it is the only one that you cannot make more of. I'd love the idea of making informational checks (knowledge/perception) cost something so that they are valuable. But the question is how to do that - one of those is to assume some form of "fail forward" where your failures are successes, but with complications.

Quest Generation -  A very rough draft of a question generation for a hip hop RPG system that I'm following for stealing for my own purposes. This gets back to the core of "not wasting time" of "okay let's jointly, PCs and GM, set out a framework of how we want the story to go" and then let the GM, i.e., me, throw in a few twists and challenges. How does this stop wasting time, because the players won't bobble around trying to figure out what the next, we all know and can move forward without wasting time at the table wandering aimlessly with either the players trying to figure out what the GM wants them to, or the GM trying to figure out how the hell  he's supposed to work this line of reasoning into storyline.

Stealing Beliefs and Instincts for D&D, while I'm not a huge fan of the Burning Wheel system as a whole, I do love stealing bits and pieces from it. In particular, with the idea of creating three driving beliefs for the character, one for what drove them to hit the road of adventure; the second for what ties them to the overarching campaign thread; and finally, a belief about the larger goal that they want. I could see tying them to some sort of XP system ala the Keys from Shadows of Yesterday, or milestones from Marvel Heroic Roleplaying. Once again, the goal is to make it easy on everyone to get invested with what is going on at the table.




Thursday, February 7, 2013

Choose Your Doom, Players

I've been playing around with the idea of players outlining scenario/campaigns for their PCs to survive - and letting them choose the amount of risk vs. reward they want to take on. I think my first serious introduction to it was John Wick's Wilderness of Mirrors, where as the players develop the mission from the GM's premise, they get the equivalent of plot points.

Now I wouldn't want to do this for every mission, but it would definitely clear up a concern I have about players not getting the spot light time they want, or feeling like they are getting challenged enough (or perhaps they just want a laid back, casual, run and gun scenario versus the nail biting, everything is at risk type of scenario).

What would it look like? It's is going to vary from game to game - my Dresden Files game is going to have different challenges than a D&D game. But some basics I would expect there to be a premise, challenges, and rewards. Using my Dresden game as a basis:

Premise: One line summary is happening. "A conclave of evil wizards is headed into Denver to summon the dark gods."

Challenges: There are three primary challenges:
  1. Determining who the wizards are;  
  2. Determining how they are going to do it; and
  3. Stopping them from summoning the dark gods.
Challenge 1: Who Are the Evil Wizards
  • Large number of Wizards, who have powerful lackeys.
  • Other wizards are in town, who may be innocent of THIS plot.
 Challenge 2: How Will It Happen
  • Happening at a collection of ley line points outside of town.
  • Going to require a large sacrifice of energy, perhaps a local spirit, perhaps lots of people. It won't be subtle.
  • Requires knowledge and understanding of the rites.
Challenge 3: Stopping Them
  • Direct force at the ritual site with ensuing pyrotechnics of massive wizardry battle.
  • Obtaining all resources before they get them, preventing them from summoning local spirit to sacrifice, rescuing kidnapped children.

Rewards: Significant Milestone, or Major with combination of another plot line, such as the New World Order pursuing one of the PCs.

For another system, I'd want to rate each challenge based on the number of obstacles and the difficulty of each obstacle. I probably could do it with this game, and granting each area a "Max" rating from +1 to +20 for the max skill of the opposition.

Tuesday, January 15, 2013

Things I Need To Work On: Pacing and Scene Control

Despite primarily being a GM for the last decade and change, there are some things still I don't do all that well. For example, I suck at in-character voices/accents that aren't absurdly silly. I can do some wonderfully good insect demon, scary little demon girls, and the similar ilk. And at this point, I never going to be a Nicole and master those particular theatrical arts.

However, something, if I'm going to continue being a GM most of the time - I need to work more on my pacing. It showed up in my Exalted game, it showed up in my Changeling game, and it is showing up in my Dresden Files game (oddly enough my Adventure! game didn't have many of those moment, but some of that may be distant hindsight being rose filtered, or a bunch of really awesome players, this being my blog, I'll go with the latter).

So let's talk about what makes a scene. You can get advice all over the place, and admittedly fiction isn't always a good translation to gaming (because you only get one chance, generally to have the scene, and you don't get an editor to review and revise it to make the dialogue sing), the best summary I've seen is that a scene has three purposes:

  1. Establish or reveal facts about a character;
  2. Establish or reveal facts about the setting; or 
  3. Move the plot forward.

It is the third purpose, moving the plot forward, that's my sticking point, as the first one is more dependent on the players as far as establishing facts goes, though certain situations may be engineered to bring that about; and the setting details, I think come out in play fairly clear. But my players are free to argue with me.

I think my problem comes down to the third one, where I'm stuck on how to encourage my players to move the plot forward. One the best examples of this was in my Exalted game, where there was a Big Bad Deathlord, nigh indestructible, though each had an Achilles Heel, through various hijinks it came out that this Big Bad's weakness was Love.

Now me as a ST figured this wouldn't be too difficult a solution. I was willing to go with just about (note that caveat) any solution that fit within the theme of Love, figure out what the Deathlord loved and lost (ala Rosebud), or social-fu her into loving something and using that to defeat her. A session or two pass, and the players are stumped, and I think had gotten to "Puppies are love, right, so let's just throw puppies at her." Shortly they bumped into a Fae, with a sword named "Love", which WAS the Fae's emotional of Love forged into a blade, and many sessions later, we had a PC fake betraying the party to be his love of a previous life, and then slide Love into her.

A bit hokey? Yes. But it seemed the only solution that worked.

Maybe it is just me being bad at figuring out what motivates my players - my Changeling game became synonymous in my head for doing it's best to negate Chandler's Law, every time I'd throw a direct threat with some loose ends for them to follow-up on, they'd negate the direct threat, but ignore the threads. Even when those threads would burn them in following sessions.

Maybe I'm just not blatant enough. Whatever the reason, this is something I'm going to need to focus on so my players stop getting bogged down in the beginning and middle of arcs - just not sure how to do that without it feeling too forced or like a trail bread crumbs for the players to follow.