Showing posts with label role-playing games. Show all posts
Showing posts with label role-playing games. Show all posts

Tuesday, October 03, 2023

Seven Years for Seven Stars

Forty years ago, I came up with what I thought would be a great concept for a Dungeons and Dragons campaign, an epic quest for an emperor's lost 7 years. The idea was inspired by a fairy tale by Henry Beston, titled "The Lost Half-Hour." In the fairy tale, the final boss is defeated by a man's Lost Patience, which takes the form of a magical grenade. I intended to simplify it to a Lost Temper, which would still be explosive, but would be easier for a modern audience to understand. I tried to run the campaign, and got through about 6 or 7 sessions, but the party kept running away from all the plot hooks I tried to dangle in front of them, and I eventually gave up on it. The idea stuck with me over the years, and I kept thinking I ought to do something with it, but I couldn't find a good hook to write it as a novel, and my experience had taught me that I couldn't maintain a long campaign as a Game Master. But then, a little over two years ago, I got in the mood to try an old-school dungeon crawl, and since our gaming group was between campaigns, we agreed to let me start a provisional fantasy campaign. I decided to try the old idea again, vastly modified since I had learned many things over the intervening 40 years. I titled the campaign "Seven Years for Seven Stars" and we began playing in July of 2021. We continued playing for the last two years, through health scares and monster storms and a system change and my own inexperience at running a long campaign, and finally, on October 2, 2023, we finished the final battle. I have spent the last 40 years thinking I would never get to tell this story, but I finally have. I am very thankful to the people in my group who let me finally get this out of my system.

Thursday, September 29, 2016

Eddie Mendoza Rides Into the Sunset

Wow. What started out as a provisional, possibly very temporary character in what was meant to be a brief, transitional RPG campaign has finally reached his appointed ending over two years later.

I've written before (here, here, and here) about Eddie Mendoza, Freelance Reporter, Seeker of the Strange. And while I don't want to rehash everything I wrote in those three posts, I do want to go briefly back over the entire evolution, just to get it summarized in words in one place and get my feelings down now that it's over.

As I said before, Eddie was supposed to be temporary, a placeholder. I have been meeting at least once a week with the same gaming group for, fuck, over eight years now. Two years ago, our previous game campaign had kind of blown up over some personal drama at about the same time that I had been getting very burned out with my character and the campaign. So I had enjoyed having those evenings free during the several week hiatus that followed the ending of that campaign.When Sargon mentioned that he was going to start a new, kind of temporary campaign about monster hunters with a piece of the former gaming group, I was reluctant to commit to it.

But I decided to create a provisional character anyway. Sargon mentioned that the game would be taking place in Wraithport, a haunted city in Washington State (like Seattle, but not). Thinking of Seattle and monster hunters reminded me of a TV movie from the 1970's called The Night Strangler. A sequel to the previous The Night Stalker, the movie was about newspaper reporter Carl Kolchak on the trail of a mysterious monster that was strangling women and draining some of their blood. The two TV movies inspired a follow-up TV series, Kolchak: The Night Stalker (like The Thin Man or The Pink Panther, somehow the original title referring to something else entirely had grafted itself onto the main character), that leaned a little too hard on the Monster of the Week formula and turned silly by the end, but is still fondly remembered by fans, including me.

So I decided to create a Kolchak-type character, which got a dubious look from Sargon, who said that everyone else would be playing high-powered spell casters. A reporter would not really be able to hold his own in that group. But I argued, a) I can give him some wicked weapon skills and a couple of magical artifacts he'd collected on his earlier adventures, and b) I don't know how long I'll be playing him anyway, so who cares? If he's too weak to be fun, we can just write him out and I get my evenings free again.

And so came Eddie Mendoza to Wraithport, where he hooked up with a group of people (ish) that he didn't particularly like or trust, but he stuck with them to get a really big scoop of a story. But especially in those early days, he made sure to remind everyone as often as possible that he was just there temporarily and might be leaving at any time.

And something weird happened. Eddie started to like this group of weirdos that he had hooked up with, and even more, he started to feel needed. In those earliest days, because of his news gathering skills, he assumed a kind of leadership role in the group, pointing them in the ways they needed to go to get this puzzle solved. And also, very improbably, thanks to some smart use of the special combat perks that had been introduced for this game, Eddie got a reputation as the badass in the group.

And I started to get really invested in the character, taking him to heart as perhaps the most personal character I had ever played. Eddie dealt with crises of conscience (working with demons and giving up his journalism career once he realized he had gone from reporting the truth to serving as a spin doctor covering up the group's adventures). Eddie dealt with crises of faith (working with demons and pledging to serve not one, but two different magical beings not named Jesus).  Eddie dealt with PTSD from fighting some incredibly powerful and scary beings. And Eddie began to develop a belief in destiny, thanks to some prophetic dreams and a trip to a storybook land where things worked by storybook rules.

Eddie found himself trapped between two conflicting certainties: that he had met the woman he was destined to fall in love with, and that he was going to die in the very near future, making a relationship with that woman impossible in his eyes, or at the very least, unacceptably cruel. So Eddie the Loner, who had suddenly found what seemed to be a new family, forced himself to remain Eddie the Loner as much as possible, to spare everyone's feelings. There are people who think that the whole unrequited love thing is a ridiculous trope, that no one would willingly put themselves through that. But Eddie and I are romantics with immense esteem issues, and we did exactly that, and I kind of loved it. Eddie Mendoza, the Tragically Romantic Monster-Head Blower-Offer.

By the end of the game, of course, Sargon's predictions of Eddie's inferiority proved true enough, but it wasn't too bad, and it was a blast getting there. And even though Eddie the Loner kind of disappeared into the background of the game for long stretches, he did get his big final moment, riding off into the sunset for a new destiny with the promise of a fresh start with his new family when he finally returned. A clean fate slate.

And now we're looking to begin a new game next week, in a milieu that I originally wasn't very keen on (pirates), but I am excited about my new character, Shem the Mouse (which is repetitive - Shem means "mouse" in the game tongue--I was originally going to have it mean "rat" but I think that's a little too aggressive for my character's personality), and about the many ways I plan to abuse the new rules system we're trying out (I have over a page of notes of strategies I want to try).

But I'm finding it hard to leave Eddie completely behind. Like Dougal Smeaton, I have played Eddie for so long that he has become a part of me, and I can't just give him up cold turkey. And I don't really have to. I still have his journal unfinished that I plan to get back into at some point. I've even thought about writing a separate story, maybe a novella, but it feels weird, like some kind of super esoteric fanfic for an audience of me.

Oh well, it's time to give Eddie some well-deserved rest and start a new adventure. Onward.

Saturday, March 19, 2016

Powers Be Creepin'

I've talked a couple of times (here and here) about the table-top RPG I'm currently playing, where I play a reporter-turned-demon-hunter named Eddie Mendoza. And I mentioned my abuse of some experimental new rules that turned Eddie into a terror with a pistol, but I didn't go very far into the odd effect that has had on the game.

First, some history: the game is loosely based on the Chaosium Basic Rules, with lots of modifications thrown in from not only specific Chaosium games like Call of Cthulhu and Stormbringer, but also other role-playing games like D&D and Champions,

Sargon the GM had played one-on-one with Naamah for years before inviting other people (including me) to join the game. During that time, they had evolved a complicated and very high-powered magic system for the game. My first exposure to the magic system was in the second campaign I was in, our Atlantis game (which I've written about several times on this blog, more than I care to list ATM).

 At that time, an issue revealed itself in regard to the magic system: it was way overpowered compared to the rest of the game. This had never been a problem for Sargon and Naamah. As long as the game only had one player; there was no party balance to disrupt. But as events progressed in Atlantis, combats often became a matter of trying not to die while waiting for the mage to have her turn and wipe out the opposition. The enemies kept getting more and more ridiculously overpowered to challenge the mages while us humans progressed more slowly, occasionally running across magic items to give us a little more oomph.

The next two campaigns avoided magic altogether in favor of a new psionic power system and superpowers. But then along came the Wraithport game, which would obviously involve magic. How to solve the game imbalance issues, then?

Well, as it turned out, in a couple of ways. Number one, by having everybody in the party (with one exception named Mendoza) be magic-users (one character was part-demon who, while not knowing spells per se, had many spell-like powers that behaved pretty much like de facto magic spells). If all of the players are using magic, it doesn't matter how powerful magic is compared to other weapons and skills.

Sargon also adopted a new, slower advancement system for learning new (and higher-powered) spells to keep players from getting the really ridiculous high-level spells too soon.

And third, by adopting a set of optional combat talents to allow weapons combat to be more potent and flexible. It was by clever use of this third option that I was able to make Eddie Mendoza, who at first glance seemed destined to be totally outclassed and useless in combat, to be a useful contributing member of the party (thanks in large part to a magic pistol with some truly potent bonuses that the combat talents were able to amplify to ludicrous levels).

And somewhere along the way, something strange happened. Eddie Mendoza, the mundane character who was supposed to have been the weakest of the group, came to be seen as the "big gun" (pun intended). The same magic system that had seemed so overpowered in Atlantis now seemed strangely underpowered. That slowed-down magic advancement system now seemed too slow.

So new systems were introduced to make magic more potent. Magic talents were introduced to give magic some of the extra flexibility and impact that Eddie had enjoyed with the combat talents. And a new magic casting system was introduced to let magic do the same kind of absurd damage that Eddie could do when the dice smiled on him.

That shifted the balance back to magic again. Eddie in the last few game sessions has been relatively useless compared to the mages, and in the next session will be starting without the array of magic items that make him even marginally useful compared to them. But his skills and talents continue to develop, so at some point, he may pass a crucial break point that will make him bad-ass again. We'll see.

Tuesday, January 19, 2016

The Long, Dark Night of Eddie Mendoza

So I mentioned over a year ago that I was playing a "new" character in our current tabletop game, a journalist named Eddie Mendoza. And I'm having a tremendous blast playing him, although it apparently doesn't look that way from the perspective of some of the other players in the game. Which sounds like something interesting to explore in a post.

As I mentioned in that previous post, Eddie started out as a provisional character. I wasn't sure if I was really ready to commit to another long-term game, but the premise sounded intriguing, so I came up with the concept for Eddie. The game master Sargon was dubious about Eddie, because everyone else was playing high-powered magic-using characters of one stripe or another, while Eddie was a mundane human journalist.

But with a strategically discovered magic pistol and a set of experimental new rules I was encouraged to break abuse use to my advantage, Eddie is able to hold his own in combat, and his nose for news has proven the launching point for many adventures. So I'm really happy with how Eddie has developed.

But here's the thing: Eddie's not happy. In fact, I don't think Eddie's capable of being happy, at least not yet. Eddie doesn't trust happiness, because happiness is what you feel before the rug is yanked out from under you. Eddie has spent years feeling guilty for something that happened over a decade earlier, although not in a mopey emo way. In a very-careful-to-guard-his-feelings-and-not-get-close-to-other-people way. And even though recent events in the game have shown him that the events he feels guilty about were more complicated than he thought, so that some of his guilt is misplaced, it's not something he can just give up.

The worst kind of character you can play in a tabletop RPG (and yet one that you encounter so often) is the Loner, because by nature, the game is about teamwork, and a Loner doesn't work well on a team. Eddie is a loner who doesn't necessarily want to be a loner, but learning how to change is not always easy.

I've been keeping a journal in Eddie's voice that the other players have access to on a cloud drive. Part of it is to say, "This is what happened." But Naamah, another player in the game, also keeps a similar in-character journal that is better at detailing events (I totally copied/stole her idea-not even going to lie).

But there was another reason. Because Naamah's journal tells events from her character's point-of-view, events are often characterized in a certain way that lines up with her character's attitudes. Eddie perceives things in a different way, and I wanted to represent that point-of-view. Also because Eddie's actions were often baffling to the game master and other players and I wanted to give a little insight into his thought process.

Sometimes even that isn't enough, because I think we sometimes approach gaming from completely different perspectives. It's like the difference between literary genres. Superhero and romance stories are largely about wish fulfillment. Horror stories are about confronting and working through fears and anxieties. I think the other players approached this game more as a superhero/romance, while I've approached it more like horror.

One of the players is an anime fan/devoted reader whose character is a magical girl fairy princess who is also a librarian. One of the players facing job anxiety has a character who is super-rich with a magical house that can travel anywhere at a moment's notice and also provides unlimited food and clothing. Literally any material possession she wants is available with a snap of the fingers. One of the players with RL family issues has a character with a close, loving, happy family.

And although some of the characters have tragedy in their pasts, none of them were at fault (or feel as if they were at fault) in any of them. Their characters are generally happy with themselves, happy with the way their lives were going before the game started, and not looking to change in any fundamental way. And they have had no problems falling into friendships (and beds) with each other.

Eddie was and is different. Eddie is not some wish-fulfillment fantasy. Eddie is much more a horror story character, a guy who may appear smart and cool and brave on the outside, but who is broken inside, and whose struggles mirror some of my own issues.

Eddie is more me than probably any other character I've played in my life. He's got my old job (journalist). He's got a lot of my attitudes. He's got a secret that he has never confessed to anyone in his life, and I have the exact same secret, something that absolutely no one knows about me, not family, not friends (and it's not evil or shameful, just sort of lame and embarrassing).

He has few friends, and what friends he has, he feels like an outsider among. He keeps his distance and has unrequited crushes (there was this one preacher's daughter; everybody knew how I felt, but I never copped to it, so we never actually dated). He tries to keep his head up, but he feels the guilt of a lifetime of bad choices that seemed right at the time. He even has my name, the name my parents originally meant for me to have before life laughed at their plans.

So Eddie is maybe a way for me to work though some of my own anxieties. He's also sort of opposite to everyone else in the game. But I think it works well for the game dynamic. A little sour to go with the sweet. That little hint of salt in the chocolate-covered pretzels.

It doesn't hurt that he is also an absolute terror with a pistol. And he is slowly trying to change his ways. Sometimes he has to do some logical contortions to find an excuse to change, but he is changing.

He's not happy, and he may never be truly happy, but I'm having a great time.

Thursday, December 04, 2014

Gaming Update: From Orion Dusk to Eddie Mendoza

I haven't posted any game-related content here for over a year, so here's the rundown.

I mentioned in a post way back in January 2013 that we were starting up a new role-playing campaign involving superheroes. I had just finished playing for over a year as Sunder, a paranoid, sometimes-insane scavenger on a post-apocalyptic alien world, and I wanted to play someone radically different. Someone happy and fun.

And so I came up with Orion Dusk, who turned out not to be happy and fun. In creating his backstory, I gave him some tragedy and trauma, which was (of course) certain to come up in the game. But what happened was that, not only did the entire game revolve around the conspiracy behind his tragedy and trauma (as well as the other members of the group), but one of the other characters in the group was the daughter of the man Orion blamed for the tragedy in his life. In addition, I somehow decided that making Orion a fugitive living under an assumed name would be a good idea. That decision added tension to several of his moments in the game, but it didn't contribute to making his character "happy and fun."

So Orion ended up being dark (and I don't just mean his skin) as well as being a bit of an asshole. And then there was the other problem.

He was kind of superfluous in the game. I had originally decided to make him a classic tank--super-strong and physically very tough--with the twist that he absorbed heat to power up. So when he powers up, there's this wave of cold that explodes out from him, and then he's super-strong and glowing and also able to release heat as a blast of energy. Sounds really cool.

Only there was another hero in the group who could change her density. When she got really dense, she was stronger and WAY tougher than Orion, so his tankness wasn't so very tanky. On the other hand, his energy blast abilities, being kind of secondary powers, weren't nearly the match of the other blasters in the group. So I decided to concentrate on some other aspects of his backstory--he had been an accountant who followed a money trail to the big conspiracy--and let him be more of an investigator.

Only there was another character in the group who was a super-miraculous hacker who did most of the actual investigating. And hell, even the other tank had for some reason bought a higher accounting skill than my character WHO WAS SUPPOSED TO BE A PROFESSIONAL ACCOUNTANT!

Every character needs a niche, and Orion's niche was being worse than somebody else in the group at absolutely everything. He got some moments to shine, based on some spectacular die rolls, but he was never a go-to guy for anything. He was just there, being an asshole.

The game lasted for over a year, and as it seemed as if it was approaching the climax, some personal shit happened and the game broke up. And I wasn't particularly heartbroken about it, as I had been getting kind of burned out on Orion. So much so that I wasn't sure I really wanted to get in on the new game that Sargon was starting, a closer-to-our-time-period game of monster hunters set in the West Coast city of Wraithport. I had kind of been enjoying the break and having my Tuesday evenings free.

But it sounded intriguing, so I made up a provisional character, a Kolchak-type reporter specializing in news of the weird--Eddie Mendoza, Freelance Seeker of the Strange. I sat in on the first session, kind of halfway thinking that Eddie could be a guest star in the pilot episode, get his one story and be on his way.

That was six months ago, and now I'm having a blast. The game is fun, the group character dynamic is way different, and Eddie has his niche. He is the only character in the group without magical powers, but he is a crack shot with a magic pistol he picked up off the dead body of a demon hunter and he uses his journalistic know-how to investigate leads on new monsters to battle while trying to track down an even larger menace lurking in the background.

Inspired by Naamah (who did it first), I've even been writing a journal in Eddie's voice, keeping track of our adventures. It's almost up to 50 pages now. I'm kind of embarrassed to say it's the only real creative writing I've been doing for over a year now (the big project I hinted at last time is building more slowly than I'd like, though I still work on it; the long percolation time will be good for it, though, I think).

And I'm gearing up to run another one-shot Fate adventure next week, over a year after my last attempt. We'll see how that goes.

Friday, January 03, 2014

Revisiting Ethrus

So with a lot of changes going on at work and in life in general, I let pretty much everything get away from me at the end of last year. And one of the things I let get away was Christmas shopping. So it was pretty embarrassing when I ended up getting some really awesome gifts for Christmas and had nothing to give in return.

One of those gifts was a book put together by efamar, a member of our gaming group. She had taken a bunch of materials from our Atlantis game--notes to and from the game master, synopses of gaming sessions, our song parody lyrics and other ephemera related to the campaign--and assembled them into one companion volume. We all spent quite a bit of time at the Christmas party looking through the book and enjoying the memories.

So I decided to put together something similar for our follow-up campaign, a sword-and-planet fantasy set on the world of Ethrus Prime.  However, as far as I knew, no one had made synopsis notes for that campaign the way naamah did for Atlantis. So I've been listening to the recordings of the campaign and was surprised to remember that the game almost ended prematurely.

The game ran for 61 weekly sessions, but along about weeks 14-16, frustration was setting in. We got caught up in a mystery with way too many elements and red herrings, so we had a lot of trouble deciding what to do and then how to do it. And layered on top of that frustration was the fact that we were in a unique world created just for this campaign, so it seemed that every time we would lay out a tentative course of action, the GM would shoot it down, saying something like, "That's not the way this culture works."

It came to a head in week 16, in which we were asked to kill a certain very powerful person, who lived in a citadel. We needed to come up with a plan to get into his palace to do the deed, but every idea we floated to get inside was met with, "No that won't work. He's a very powerful man in a very cut-throat society, so they have set things up to avoid precisely this kind of thing."

Which I can appreciate in a "Rules for Evil Overlords" sense, but it doesn't help the story any. We finally come up with a plan to get one of the group inside, but of course, it goes wrong, and so we're faced with no choice but a frontal assault to rescue him, which looks doomed to fail. At which point, the GM says something about an "ill-considered attack" on the fortress, and on the recording, you can hear all the energy go out of the group.

Because while the attack may be ill-considered, in the sense that it's almost certain to fail, it's not because we're rushing in without thinking. We've just spent around two hours at the table, trying to get some kind of clue to how to accomplish this mission, only to be cock-blocked at every turn. Frontal assault may be a supremely bad plan, but at this point, it feels like the only plan left.

And in a larger sense,  I think we were frustrated because we were lost. We came up with a group of uniquely broken characters, which created a really interesting group dynamic, but left us without the kind of long-term goals that can be easily broken down into concrete steps. So we're flailing in the dark at this point, looking for the story path.

On the recording, people are talking about rolling up new characters, and doing a kind of post-mortem even before we've started the assault. The GM says he never expected us to take on this mission, but the players feel as if they had no other real choices. Everyone sounds resigned to the disaster ahead, and more importantly, no one sounds as if they're having any fun.

And then the GM mentions a sandstorm approaching. It a pretty obvious deus ex machina, but it gives us a fingerhold against which we can plan the assault and maybe get out of it alive. Suddenly, there's hope, and with hope comes energy and player involvement again. And somehow, the entire thing turns around so that we're able to run for 45 more weeks instead of giving up right there. It was a great save by the GM.

So looking back at both Atlantis and Ethrus and still planning on launching a new campaign of my own in the near future, I started thinking about why Atlantis seemed like such a unique experience, and I have a few thoughts that I'll go into next time.

Tuesday, November 05, 2013

Fate Halloween Trial Run AAR

So, a late After Action Report on my test run with Fate Core. I ran a one-shot adventure that I found on-line, a convention scenario that said it could be run in three hours, including the choosing of characters. It was titled "Spirit of the Tentacle," and was a Cthulhu-themed adventure using the Spirit of the Century rules, built on an earlier iteration of Fate.

Prepping the adventure took a lot more work than expected. Fate Core defaults to much simpler characters than Spirit of the Century, with fewer aspects and skills. This appealed to me, not only because I've read complaints about Spirit of the Century that the vast number of aspects and skills made characters too hard to challenge, but also because my players, being unfamiliar with the game, would probably have an easier time with simpler, more focused characters. At the same time, the characters created for the adventure were more  like parodies of pulp characters, goofier than I expected in a Cthulhu-style adventure.

So I spent some time rewriting origins and stripping down skills and aspects and bringing in some of the iconic characters from Spirit of the Century to replace guys like the Mexican masked midget wrestler.

Then there was the scenario itself, which had its own problems. There was what seemed like a neat action opening, except that--after I'd already declared I was running this scenario--I discovered it was a classic railroad, designed to funnel down to only one outcome, no matter what the players did, which I HATE. But I did what I could to make it interesting.

The adventure was supposed to run in four acts: the action opening, an investigative phase, a party where they meet the guy who gives them the MacGuffin to beat the monster, the big action finale. As it turned out, we spent more time discussing the rules than I expected at the beginning, and then the big action opening went WAY longer than I'd planned.

Part of it was players being unfamiliar with the game system. But a large part of it fell on me. I was simultaneously 1) unfamiliar with the rules myself, 2) being very lenient about what I was having the opposition do, because I didn't want to discourage the players, and 3) being even more extra-lenient because I felt bad about the railroading and didn't want the players to feel like they'd had their time wasted.

By the time we finished the opening scene, we had gone over two hours into a 2 1/2 window for playing the adventure (after the discussion of rules and character sheets was done). There was no way to finish the rest in our remaining time, and really, no one--including me--was very invested in finishing the story anyway. Not having had a hand in creating the characters, the players weren't very invested in them, either, and unable to play their aspects to the hilt because they didn't always know what they meant (one of my biggest problems with Fate, actually--aspects are not always written in a way that immediately tell you what they mean or how they should be played).

Looking back now, given the spooky nature of the game, I could have and should have played the opposition much harder (yes, sargon, you were absolutely right about this, and I wish I had taken your hints) and kept things moving. But we were all learning.

But this was all being done as preparation for starting my own game, one I've been wanting to run for almost four years now (looking at some of the documents I've put together for the game, I see that one of them was created in February of 2010). I'm really excited about the campaign background I've put together, but that's because it's set around a lot of things I love, that my friends may not be as enthusiastic about. I've finally sent out some background information to let people see a little of what I'm shooting for, but I haven't gotten any feedback yet.

If the game does come together, I'm hoping that the Fate Core system will work out well for me. If not, I can switch back to one of the other systems I've debated using, like Open d6 or Champions (I actually have character write-ups done for several of the NPC's in Champions 4th edition terms). But Fate has been especially good for me in terms of spurring my creativity and getting me to fill in the blanks on the campaign world in a way the other systems weren't. I'm hoping that will translate into a fun game at the table.

Sunday, September 29, 2013

Some More Fate Dithering... Ignore If You Can

So I've got a tentative test run of a one-shot Fate adventure set for late October, possibly the 29th. But the more I dig into the system, the more I worry.

There's a lot I really like about Fate, in theory at least. The characters are fairly fast and simple to create. Task and combat resolution is really flexible, and for a non-tactical game, offers a lot of interesting and creative strategies. Although it's hard to imagine how it would actually play out, you can do "combat" on an intellectual or even social level. So that instead of inflicting physical wounds, you could inflict a Consequence on someone like "Humiliated in front of his peers" or "Revealed to be a fraud," which can be invoked to create an advantage against them.

But then there's that word, "Consequence." There is no real damage system in Fate, just as there are no statistics to form the basis of one. You have no Strength or Constitution score, and therefore no hit points against which to inflict damage. Instead, you inflict Consequences, which are basically negative aspects against a character. Ironically, this can create a combat that's more like the kinds of fights you see in books and movies, and I dare say more "realistic" than a more traditional hit point-based simulation. A character receiving a Consequence will have something like Fractured Rib or Cut Over the Eye, instead of saying, "Ouch, I lost 10 points." Although there's no fixed mechanical penalty in the rules for such conditions, the character is required to honor those consequences in further play.

That's a hard hurdle for me to get across, though. Although intellectually, I can see the value in such a system, I also see how it can be abused by players looking to exploit advantage over the table. I've played with a lot of power-gamers who would look for every exploit they could find in the rules to "beat" the Game-Master, or the scenario, and I can foresee lots of debates over the table from people looking to make a Severe Consequence not so severe, or looking to take a Consequence that's really no hindrance at all. And even people who aren't power-gamers could find it confusing not to have firm rules in place--"Okay, so I'm Groggy. What exactly does that mean in this fight?" Its fuzziness makes it flexible, but can also make it frustrating.

And then there's the issue of concession. Fate has rules for conceding a conflict, which, again, to me seems like a cool mechanic. Not every fight should end in a complete slaughter of your opponents. But there is a certain level of "heat of battle" that comes into play at the table, where players will make their characters fight until they drop. Not only that, but there are some players who hate the entire concept of surrender on either side. If their opponents surrender, the players will just kill them while they're helpless. Avoiding a fight by negotiation or allowing a helpless opponent to live is simply not in their gaming vocabulary.

But concession is a pretty big part of Fate, mostly as a way to allow the PC's to survive an encounter they're losing. Problem is, why should the NPC's accept a surrender or a negotiated cease-fire if the PC's would not? Once again, it's a mechanic I think is pretty cool, but I don't know how it would play at the table.

What else? Oh, there's also the mechanics that allow characters to change the game world by declaring new aspects on scenes and characters. On the one hand, I think it's a neat mechanic to allow collaboration at the table, and it's something I've actually done a few times in our non-Fate campaigns, where I've made a suggestion that some condition outside my character apply in the scene and the GM, not seeing a problem, agrees.

But it's hard enough keeping a campaign on track when players' actions so frequently try to push things somewhere else. In a campaign world like the one I'm setting up, which will have major secrets and revelations, how do you keep that under control if players can, on a whim, suddenly decide to declare a change that undoes a secret that they haven't yet learned? I suppose the answer is, "As the GM, you simply say 'no.'" But once again, I foresee arguments from players who say, "This is in the rules, and you let X do Y, so why not me?"

But this is why I want to playtest, to see if the problems I anticipate might be overblown, and to see if the fun factor overrides those concerns.

Thursday, September 26, 2013

Some More Thoughts About That Smeaton Character Sheet

So this is going to be some just off-the-top-of-my-head ramblings about the new character sheet vs. the old, with some digressions into general game design stuff. So happens that these old game materials I'm running across are things that came to light during the gradual clean-up that occurred during the Great Power-Down and was never finished. The end result was that the piles of stuff scattered around my house were more organized by common themes than before.

So along with the notes on the campaign world I ran across yesterday was Smeaton's original character sheet. I'm not going to include it here, because there's a lot of stuff. But if you compare it to the minimal Fate system character I posted last time, it's incredibly complex. Eight basic attributes, three derived attributes plus a damage modifier for Strength, 29 skills, and some gear. Oh, and his middle name was Hamish. I'd forgotten that.

So on the one hand, it looks as if the Fate character sheet could not possibly yield a character as complex as Smeaton was in the original game, with his 10 skills and 5 aspects. And to a certain extent, that's true, a I'll discuss in a moment. But when you look at what actually goes into playing a character, the Fate sheet has all the high points covered. It's a matter of emphasis. The old sheet, following the old-school game paradigm, lists a lot of skill percentages, but not much about Smeaton as a person. The focus of the character sheet is on mechanical resolution, with the role-playing side left entirely up to the player. This is a valid approach; I said at the time, and I still think that the Atlantis campaign was the best game I've ever played in.

But the skill resolution system was often very frustrating, with the entire party trying and failing to climb a twenty-foot rope in one session, and another character spending an entire combat locked in a futile struggle with a single minor enemy while everyone else was mowing through people to get the battle won. True, Fate Core's skills aren't as granular. If I take Fight in Fate Core, I am equally capable with fists and swords and knives and clubs, whereas in the Atlantis game, I had to take separate skills for all those. This does give a different flavor to combat, especially with the very different skill advancement system, but I don't think it's a game killer.

The emphasis in Fate is on role-playing, so that the mechanics of the game center on it. Therefore, aspects instead of attributes. Much of the game runs on Fate Points. You invoke aspects and spend Fate Points to get advantages, such as my trying to solve a mystery by invoking my "Ex-artilleryman" aspect to contact my old military buddies for information. On the other hand, I can also receive Fate Points by accepting a disadvantage based on my aspects, like being distracted in a fight by a cool piece of tech, which gets my "Hell of an Engineer" curiosity going.

But here's the thing that prompted me to write a follow-up. While there's no role-playing emphasis on the old sheet, one of the pivotal role-plating elements of Smeaton's character developed from the skill system, or more correctly, the skill buying system.

See, when making up our characters, we bought our skills using two pools of points. One pool was for Core Skills, the kinds of things all adventurers end up needing to do, and the kinds of things that aren't necessarily taught in a classroom. Fighting, listening, climbing, sneaking: these are all core skills, and there are never enough points to go around.

The other pool is Knowledge Skills, the kinds of things you CAN learn in a classroom (and which are far less useful in game terms). And in the four games I've played under this system, I've always ended up having more Knowledge Skill points than I can really spend, given the GM-imposed limits on how good a skill can be at the start. I end up buying a lot of skills that I never really use.

So in Smeaton's case, I ended up having some spare points and bought skill in the clarinet, for the hell of it. But this throwaway skill got me thinking of a justification, which is what led to Smeaton's love of poetry and eventually, his Secret Romantic aspect.

So although those points were wasted in terms of game effectiveness, they ended up being something like an aspect in Fate or a disadvantage in Champions: a means to ask questions about my character and deepen his personality.




Playing with Fate

Found some more notes and sample character write-ups for my dieselpunk/pulp adventure campaign world. Still waffling on what system I want to use, but in the meantime, I decided to try adapting an old character to the Fate system to see how it would work.

So here is Dougal Smeaton, my ex-military engineer from our Atlantean campaign. I followed the basic model from Fate Core, and not the model from Spirit of the Century (the pulp adventure game that first got me thinking about Fate) which loads up a lot more aspects and skills.

Dougal Smeaton

Aspects:

A hell of an engineer:
  • Benefits: Knows how to design, build and repair machinery
  • Hindrances: Thinks of things mechanically, has trouble believing in it if he can't understand how it works

Truth in the bottom of a glass
  • Benefits: High tolerance for alcohol, knows a lot about whiskey and brewing, has unique insights
  • Hindrances: Often drunk, bad reputation

Ex-artilleryman
  • Benefits: knowledge of military customs and skills, experienced campaigner, military contacts
  • Hindrances: bad memories of the war, sense of duty may lead him to put himself in danger

Secret Romantic
  • Benefits: knowledge of poetry, loyalty, passion
  • Hindrances: may do foolish or dangerous things for the woman he loves, trouble when secrets come to light

Two-Fisted
  • Benefits: Strong, courageous, loves to fight
  • Hindrances: may resort to violence when other approaches might be smarter

Skills:

Physique (Great +4)
Fight, Crafts (Good +3)
Shoot, Athletics, Contacts (Fair +2)
Notice, Provoke, Rapport, Language: Atlantean (Average +1)

Stunts:

Grappler: +2 on Physique rolls when grappling
Better Than New: when succeed with style on repair, add a free situation aspect

Physical Stress: _ _ _ _
Mental Stress: _ _

This would be the sheet for Dougal as he was starting out. It carries all the bullet points of his personality in the aspects (the "Secret Romantic" aspect was one that didn't really exist when I first made up the character--it developed during play--but there is a mechanism in the rules to allow aspects to evolve to reflect the character as he develops). The high Physique skill reflects his large size and strength, and gives him extra physical stress boxes. "Crafts" would be the equivalent skill to "Engineering." In our game, Engineering might actually have been split out into a separate skill. If there were a lot of differentiation of skills, however (say, Fight being split into Boxing, Grappling, Sword, Knife, Spear, etc), then there might need to be a bigger skill pyramid to start, with 15 skills instead of 10.

By the end of the campaign, Dougal would have increased several skills, plus added a few. He would also have several Extras to represent things like his flaming sword Angfar and his companion, the beautiful Princess Leda.

On a normal character sheet, you wouldn't list out benefits and hindrances for aspects the way I did above, but I think it's helpful in this context to show some of the ways they could be interpreted during the game. Aspects not only reflect personality, but are also ways to give the character advantages or disadvantages throughout the game. One interesting mechanic is that you can use aspects to give you bonuses to rolls, after you've made the roll.

So, for instance, when Smeaton learned of Leda's vision that he would die protecting her from a demon, he still foolishly went up against it solo (compelling his Secret Romantic aspect and gaining a Fate point). But during the fight itself, he could have invoked both his Two-Fisted (loves to fight) and Secret Romantic (protecting the woman he loves) aspects to give him bonuses to his Fight rolls. He could have invoked those aspects to mitigate the effects of bad rolls or to reroll completely. On the other hand, because the opponent was so superior, he could have chosen to invoke those aspects only after really good rolls, enabling him to stack a lot of damage at once and defeat a superior opponent. It would be a gamble, but then, the whole fight was.


Wednesday, September 25, 2013

Not Doing What I Should

The long powerless hiatus sticks with me in terms of not getting done what I should be getting done. I need to finish my script for this year's radio show, and I need to get back to work on one of the novels I started a few months ago.

But instead, I'm still concentrating all my fire on building up this role-playing campaign world I started noodling with a few years ago. It's really taking shape and I'm getting really excited by the possibilities. But I'm still trying to decide on a rules system.

I've got basically five possibilities right now. I had been looking at FATE Core. I just finished reading through the system rules a couple of days ago, and while I think it looks like a fascinating and flexible system, the concepts are so counter to what any of us are used to playing that I'm scared to pull the trigger and run a playtest.

Then there's Hero System. I actually statted out some NPC's in Hero long ago, but the amount of work it would be to run the entire campaign in Hero just boggles my mind.

That's why I tried to write a stripped-down version of the Hero engine specifically for this game, but got bogged down trying to figure point costs for the radically different rules I was starting to develop. And in the end, it didn't look as if they would turn out to be that much less work.

Then there are the open-source game systems, Open d6 (which is based on a rule system first developed for West End Games James Bond series, and later adapted for Star Wars), and Action System, which is a weird second-generation spin-off of Fuzion, which was an amalgamation of R. Talsorian's system and Hero.

With the exception of FATE, they're all kind of old-school crunchy, which I like, but...

With the exception of Hero, I've never played any of them, so I'm uneasy about trying to build a campaign around them. It seems as if FATE would be easiest, followed by Open d6, probably, but I just don't know for sure. But it seems as if I'm getting close to the point where I need to start putting down some actual numbers instead of just brainstorming ideas.

And meanwhile, I need to break past my reluctance and get some actual work done.

Thursday, September 19, 2013

Return to Champions, Session 2

So we finished out the combat from last week's Champions session, which once again took a little longer than I anticipated. One problem: the scenario just had too many NPC's, or I should say, it was designed for a more gradual progression. Taking on a couple of enemies at a time [ETA: with the entire party working together] would have been more doable and probably progressed a little faster.

As it was, things degenerated into a huge brawl featuring everybody fighting at once almost immediately when the party got to the location. With 4 PC's, 5 super NPC's and a big pile of agents, it took a long time to work through the phases. If I hadn't held back most of the agents (with good in-game justification, though), things would have gotten unmanageable.

As it is, I think I calibrated the difficulty pretty well. People were flagging by the end of the long combat, but there was some genuine peril and triumph in there. Two of the supervillains ended up being pretty easy to beat, and the third, Ripper the Tank, proved himself to be durable and extremely strong. When he set up for a haymaker on one of the characters (a move designed to inflict maximum damage), the party got genuinely worried. But one of the other characters was able to come to the rescue just in the nick of time (which, I'll admit, I timed so that it would be possible).

But because Ripper's defenses were so high, he was able to last through several attacks with just three Stun left. It finally took a character pushing her attack so hard she actually did Stun damage to herself in order to penetrate his defenses and finally put him down, which proved pretty dramatic, I think.

All in all, a mostly fun two-session scenario, I think. However, as much as I still love Champions, I may be just about done with it. I used to think I would love to run Hero System for any genre--I've got the Fantasy Hero and Justice, Inc. and Ninja Hero and Super Agents game books, none of which I've actually played--but outside of superheroes, I'm thinking Champions is just too much work for too little reward. The Speed Chart and the rolling of tons of dice gives superhero combat a really unique flavor, though, so if I ever decided to run a Diggerverse campaign (unless I finally get off my ass and finish the stripped-down rules I was trying to write), Champions would be the choice, I think.

But for my pulp-era campaign, I'm currently leaning toward Fate, with a greater emphasis on role-playing and faster combat resolution. I will probably try putting something together for a test run in November, after I've gotten Halloween behind me.

Saturday, September 14, 2013

Back Behind the Screen

So a couple of weeks ago, in the final throes of no-power-having (which I'll write about pretty soon), I'm visiting some game friends in their house with lights, and efamar mentions that she would like to try Champions. I keep talking about it, and Sargon keeps talking about it, how complex yet fun it can be, and she just wants to know for herself.

And the thing is, I've been thinking about trying to gamemaster again for a few years now, but hadn't gotten the nerve for a few reasons. I'd been trying to put together a very large game world that was a little too ambitious, I had been trying to adapt the Champions design into something a little simpler (coming up with some similar approaches to the guys who did the Fuzion system) with not much success, and with Sargon already running our once-a-week game, I wasn't sure people would have time to fit a second game into their schedules.

But efamar wanted to try it, and jormungandr said he wanted to give it a go as well, and when efamar said that Sargon had expressed a wish to get to be a player instead of a GM at least once, I decided to give it a try.

But instead of trying to launch a big campaign in a new world, I decided to start small. One of the biggest hurdles to new Champions players is designing a new character. There are so many options and variations, and so much math, and that's only after you've wrapped your head around the concept of the effects-based system Champions uses. It can take hours to put together a good character--fun hours for a certain brand of game geek, admittedly--but it can be off-putting to new players.

So I decided to use a fairly small pre-generated adventure with the players using introductory characters from the 4th Edition Champions rulebook. The adventure was the classic "School Holiday" by Aaron Allston, published in The Space Gamer magazine in 1982 (later expanded into School of Hard Knocks for GURPS Supers). Because the adventure's NPC's were designed with 1st edition rules, however, I also used characters from either the rulebook or from Classic Enemies (4th Ed.), sometimes with slight changes to names and powers. I threw in a quick introductory Danger Room fight to get people used to the way combat works before throwing them into the big fight. I ended up getting way more into it than I expected to.

The actual night itself was fun, after a rocky start. A couple of players weren't in great moods coming in, and I don't know if the two-page quick-start rules I sent out were actually helpful at all in introducing concepts, so the Danger Room fight didn't go quite as quickly as I'd hoped.

When the PC's got to the hostage situation at the school, they leapt forward a lot more quickly than I'd expected and hit from two fronts, so the fight was a lot less self-contained than anticipated. The encounter was supposed to be pretty challenging, but doable as long as the characters took on a few enemies at a time. We ended up running out of time in the middle of the big fight, with one character alone against a few of the enemies in the final room (he tunnelled ahead) while the others were fighting against the rest upstairs.

I was a lot more out-of-practice behind the screen than I'd anticipated. The last time I gamemastered was in 1987, so we're looking at over 25 years. It was fun, but I had forgotten a lot of the rules on things like Flash Attacks and Entangles, so I spent more time consulting the rulebook than I prefer. But people said they enjoyed it, and we're planning on getting together perhaps week after next to finish out the encounter, and beyond that, who knows?

I'm getting the itch to pick up that old campaign I was designing, although I'm having trouble choosing a rules system. Part of me wants to stick with Champions, but putting together NPC's and things is really time-consuming. Another part of me is really curious about something rules-lite, like the Fate System. You don't get that satisfying crunch of improving skills and watching your numbers go up, but it seems like it could be really fast, fun and flexible, ideal for a group of people who wouldn't have a lot of time for either preparation or play. And I've downloaded a lot of d6 system stuff that I've never gotten to play, as well, so there's that.

Thursday, January 10, 2013

Goodbye Ethrus, Hello Superheroes

So our planetary romance campaign, Ethrus Prime, has finally ended, and I realize that--unlike Atlantis--I haven't really been posting updates of it here. Of course, since I moved Out of the Vault and Super Movie Mondays over to Hero Go Home, I've barely posted here at all in the last year. I posted a tutorial on how I created my character portrait, and then there were only a couple of other posts in the next couple of months.

Part of that is due to the exhaustion of trying to keep up with the daily serialization of Run, Digger, Run! But part of it was due to the game itself. It just wasn't as emotionally involving for me. And much of that is my fault for my choice of character.

Coming up with a character for this world was a bit of a challenge. It was a brand-new world, and quite extensively thought-out by the gamemaster, but I had trouble finding the kind of person I wanted to be within it. I had this idea that I wanted to be someone crazy who slowly goes sane, and so I came up with this idea: a guy who has had something done to his brain by a machine designed to fight a long-ago war. It overwrites people's brains with the memories and personalities and skillsets of loyal soldiers, therefore eliminating the need for recruiting and training and indoctrination. Grab a prisoner, stick him in the machine, and voila, instant soldier.

Problem was, a spy from the other side had infected the machine with a virus, another personality hidden in the code that would take over and defect to the other side, or perform sabotage among the enemy troops. The otehr problem was that the machine was old and defective, and so the job it had done was incomplete. Sunder (my character) was still himself, but he heard the voices of two other people in his head constantly. One was Torin, a trained sniper and assassin, a cold-blooded killer. The other was Amaris, a master spy who had the ability (like The Mentalist) to read people by their reactions, their tells. He could seduce women and fast-talk men, trained to infiltrate and persuade people to do exactly what he wanted.

Not a horrible concept, actually, and it produced some good moments in game. The problems were:

1) In an attempt to not seem like I was actually getting three characters for the price of one, with every Mary Sue skill in the book, I ended up buying almost all the skills for all three characters with one set of points, and advancing each character's skills separately. So for instance, Torin and Sunder had different pistol skills, and if Torin didn't make an appearance between skill advancements, his skills wouldn't advance. Buying all those skills meant all my skills were lower than I would have liked, and they never advanced as fast as everyone else.

2) Because I was unsure of the game world, I tried to dodge around it by giving Sunder amnesia. I planted hints as to what kind of background he probably had in my background document, but lots of it was left to the gamemaster. This might have worked out better if, in addition to having to create the entire game world from scratch, he hadn't also had another (more interesting) amnesiac character to fill in.

3) Although Amaris had one of my character's coolest moments in the game, he was not really a good choice for the game world. His conception as a con man/human lie detector might have worked well in a modern setting, but in the world of Ethrus, populated by a number of extremely paranoid non-human races that we mostly ended up interacting with, and in a party where more than one character had the mental ability to dominate a character and make him tell us the truth, he was basically pretty useless. Entertaining, but superfluous. It didn't help that the gamemaster and I had different conceptions of his reality (I posited him as a real person, like Torin, while Sargon insisted he was just code).

4) My character's main personality was paranoid and risk-averse, not the best choice for an adventuring party.

So to sum up, Sunder liked to run and hide a lot, Torin was a "master" sniper who was a worse shot than practically everyone else in the game (and falling behind all the time), and Amaris was as useful as a third nipple, plus nobody liked him. And yet, we ended up getting stuff done and having fun, and in the end, Sunder became a pretty interesting guy, I think.

Now it's time to move on to Orion Dusk, a futuristic superhero fighting space pirates in the asteroid belt, or something. I'm hoping I've done enough things differently that he'll be a better fit than Sunder, and yet, he's going to have his own issues. I'll leave those as a surprise to the people who'll be playing with him.

Oh yeah, and since I did this with Smeaton long ago, now that everything's over, I'll leave the members of the group with a couple of bits of Sunder trivia.

Back when I was first conceiving the character, I didn't know that it would be taking place on an alien world. I only knew "post-apocalyptic." So when I was coming up with my alternate personalities, I gave them more recognizably ethnic human names. Nicolai was going to be a spy/assassin, while Diego would be a historian/medic or healer.

Also, during the game, there was a physical tic I would use whenever I played the other personalities. Torin was on Sunder's left side, and Amaris was on his right. So if I would turn my head to left or right while "hearing voices," I was deliberately hearing one or the other of them specifically. And when their personalities would take over, I would tilt my head to that side--Torin to the left, and Amaris to the right. I'm not sure anyone ever consciously picked up on it, but I like to think it helped differentiate them. I know it gave me a crick in my neck sometimes.

Wednesday, November 09, 2011

Riding the Wave

So the other night, we're doing our weekly role-playing game, and efamar gets this text alert. Everyone sort of pauses, because this never happens. So she checks her phone and announces, "Tornado warning. Huh." Which prompts a very brief discussion of tornado warnings. Brief because suddenly everyone stops talking, and their eyes go wide.

"Did you feel that?"

And before I could say, "No, I didn't feel anything," because apparently I was the only one who didn't (my feet weren't touching the floor at the time, but resting on the chair legs), the ground started to rumble and the house shook.

It didn't last long, maybe 30 seconds of real shaking, plus another minute or so for the last rumbles to die down. But everyone was really freaked out, except me. And I want to say it's because I've lived in California and earthquakes just don't faze me, except that I never felt a really major one even in California.

No, mainly I was just giddy with delight at what had happened in the game. Let's rewind a bit. A couple of weeks ago, my character found a little girl, the only survivor of a wrecked airship. And it was apparent that this girl was in some trouble, because she was being pursued by some real badasses. I wanted to take her back to her father's house, but there was some doubt as to whether or not he was in on it, and even if he wasn't, there was some doubt (mainly from efamar's character) that he was a fit father, given that he had sent her off to be wed at age 10.

But we decided we needed to meet with the father and probe to see if we could learn more about the situation so we could make a more informed decision. And as I have mentioned before, my character has alternate personalities. And as a matter of fact, one of them was feeding my main the lines he should be saying (there was a deal between them involving letting him out later to spend time with efamar's character--that bit didn't work out so well for him). The story was mostly true with one major bit of bluff in it, but the mark decided to call the bluff and start threatening the characters' lives (along with insulting the cover story).

And so I make with a few twitches and an inappropriate smile, and this wave of "Oh shit" flutters around the table. Because although my performance was no Ed-Norton-in-Primal-Fear star turn, it was enough to let them know there'd been a switch, and everybody was sort of panicked, wondering what the new arrival would do.

And of course, what the new arrival did was defuse the situation without bloodshed, because that's what he's good at. But the point is, by the time the ground started shaking, I was already riding a wave of giddiness.

Because there's a real sense of power in that "Oh shit" reaction. I'm not the kind of guy who generates that kind of reaction in everyday life, but at that table, one inappropriate smile and suddenly, everyone thinks I'm Bruce Banner and my eyes have just turned green.


It was also gratifying that at least one person at the table knew immediately which personality had emerged. I had tried to differentiate them. Seems it worked.

And now it seems as if we're stepping out into the larger campaign. Baby steps are done, small tremors have been noted, but now the shaking really starts.

Tuesday, October 04, 2011

Gaming, Spoilers and Expectations in Writing

So last night we had a gaming session, and though not a lot seemed to happen, I came away from it pretty happy. It's tough with a new gaming world to find your place in it right away. It takes awhile to learn how the new world works. When I was in college, it was easier: a big fight against a cool-ass monster or villain, then phat lootz after, and I'm happy.

It's different now. I'm older, and I place greater value on different things. And our group is made up of writers and avid readers, so much of the joy of the game comes not from big combats, but from moments between characters who have revealed themselves over time. Last night, I had a pretty good moment with lots of conflicting emotions crammed into a relatively brief period of time. I wish I could get something that complex and interesting on the page.

And thinking back over it today, I realize that part of what made it work was that I had set up some expectations earlier. Essentially, what happened was, my character appeared to give another a hug. And in the moment between initiating the contact and explaining what it was about, there was a tension between several alternatives. Was he doing this as a  lost child needing comfort (since he had explained that he had no memories beyond a few years previously and had been wandering the fringes of society for as long as he could remember), or was this perhaps a more romantic gesture (since another personality controlling his body had hit on the same character the previous night--perhaps there was a secret crush or something)?

The reveal, when it came, managed to be both creepy and pathetic, and I hope was a surprise, upending the expectations set up while also (I think) satisfying them in a different way.

This plays into a theory I've had about writing for a while now. The trick--the really hard trick--to writing a story that works is to set up expectations and then satisfy them without satisfying them.

What?

An example: in the mid-1970's, Ralph Bakshi directed an animated film called Wizards. It was a satirical look at fantasy and sword-and-sorcery about the clash between the good hippie fairies led by the wizard Avatar and the dark forces of evil led by Avatar's evil brother, Blackwolf. It is set up in the beginning that these are the two most powerful wizards on the planet, so we know, we expect, that there will be a climactic duel between the wizards. And although it seems as if Avatar's powers are all bluff throughout most of the film, we hang in there waiting for him to bust out his Moment of Awesome, because we've been told that he's actually really powerful.

But the confrontation, when it comes, is over almost before it starts, because Avatar pulls out a gun and just shoots his adversary. And yeah, it's funny and it's a shock, and it's in keeping with Avatar's character. And yeah, this exact bait-and-switch is one of the most fondly remembered moments of Raiders of the Lost Ark, which came out four years later.

But the key difference is, in Raiders, it's a throwaway joke against a character we've never seen before. We had no real expectations. In Wizards, we'd been watching Avatar travel to this confrontation for an hour-and-a-half, only to settle for a swift kick in the balls. Now, knowing it's coming, I can appreciate the joke, but the first time I saw the movie, I was pissed off. Because I hadn't received what I thought I'd been promised.

And I wonder if that's part of what went into a recent study which found that spoilers do not actually ruin a story. I like surprise twists in a story, but obviously a story that depends wholly on surprise cannot become a perennial favorite, enjoyed over and over again. You can only be surprised once.

A well-told story is like a series of promises from the author--"Okay, you don't know what this means, but I promise, hang in there with me and it will mean something later, and it'll be cool, I promise!" So if you promise a fight, there needs to be a fight. If you promise love, there needs to be love. If you promise a solution to a mystery, the mystery must be solved.

But there's a trap, which is that you can't meet their expectations too square-on. There's a reason why the words "dull" and "predictable" so often go together. The story needs to be predictable, but in a surprising way, a way that lets the reader or viewer feel smart while also appreciating the author's ingenuity--"man, I knew something like that was going to happen, but I never thought it would happen like that! That turned out way cooler than I expected!"

It's a delicate balance, and one I'm always trying to do better.

Tuesday, August 23, 2011

On the Launchpad

New character is all ready to go--stats rolled, background written, skills and gear purchased. I know pretty much who I intend him to be. Now to see who he will be.

Tomorrow night...

Wednesday, August 17, 2011

GIMP Tutorial and Game Preview

So I used GIMP to put together a really quick and dirty portrait of my new character in the new game campaign, and thought I would throw up a quick tutorial on how I did it. I'm not going to give all the menu paths and such; generally, selection tools are under the Select Menu, Gaussian Blur is under Filters>Blur, and the layer modes are on the Layers dialog under Windows>Dockable Dialogs.

I took as my model this photo of actor Corbin Bleu, best known for his role in the Disney Channel's High School Musical movies. He has matured into a handsome young man, and between the hair and the well-defined planes of his face, he looks a lot like the character I see in my head.


STEP 1: I used the Path tool to copy him out of the background and paste him on a new layer. There are some complicated methods using high-pass filtering to preserve the detail of the hair and such, but in general, I find it faster and easier to simply define a path around the figure, Select From Path, Invert, and Cut, then use the eraser to do fine clean-up. I will usually then Select by Color the transparent portion of the layer, grow the selection by 3-10 pixels (depending on how big the photo is) and run a Gaussian Blur of 2-3 pixels to eliminate the sharp edges to the image that are a telltale giveaway that the person has been cut and pasted.


This was a quick-and-dirty conceptual piece, so I didn't do as much clean-up as I could have on his hair and neck/shoulder areas, or the gap between his chest and his right hand. I also cloned out the necklace, although not completely.

STEP 2: I added a desert background, then flipped it to make the angle of the light more closely match that of the Bleu photo. Then because my character is of a non-human race with golden cat-like eyes, I needed to change Bleu's dark brown eyes to match. First I selected the area of Bleu's eyes, cut and pasted to a new layer, then erased everything except the irises. I desaturated the image so it was black and white, then upped both the brightness and contrast until the brown area of Bleu's eyes (hardly noticeable unless you're looking at extreme magnification) was quite bright. Then I used a small brush to paint in black, darkening the pupils and extending them into catlike slits.


STEP 3: I added another layer just under the one with the copy of the irises and painted in yellow over Bleu's irises. Most irises darken at the edges, so I left a little gap between my yellow and the edge of the iris to provide an outline (I've hidden the other layer so you can see the color more clearly).


STEP 4: I set the layer mode of the iris copy to Hard Light. This allowed the natural patterns of light and dark in Bleu's eyes to overlay the yellow color I'd painted in, making a realistic looking eyeball with shadows that match the lighting in the base photo.


The eyes look a little bright and artificial at this point, so I reduced the opacity of the color layer to about 60% and the overlay to about 80%, which made the effect more subtle and natural-looking.



STEP 5: I had the eyes looking pretty good at this point. The problem now was the color. The original photo had been taken indoors, while the background was saturated in the warm colors of sunset. So I added another layer, did a Select by Color on the transparent portion of the figure layer, followed by Invert Selection. Then I filled the selection with a tone which I thought would give a good match and set the mode to Overlay. It wasn't quite right, so I fiddled with the Hue and Saturation sliders under the Color menu and played with the Opacity until I had something I liked.



STEP 6: It still didn't look right, though. Notice that on the background image, it appears to be taken at sunset, and the shadows are very deep and black. So I needed to deepen the shadows on the figure, while making the highlights pop. I couldn't simply change the contrast on the figure, because that would also change the hues, making them garish. So I copied the figure and pasted it to a separate layer above my color correction layer. I Desaturated the image, then ran a Gaussian Blur. The figure was large, so I may have gone as high as 10 pixels on this. Experiment with what works best. I erased out the irises to allow the eyes I'd worked so hard on to show through.



I set the mode to Overlay  and kept the Opacity at 100%. Notice how it makes the shadows deeper and the highlights brighter without changing the overall hues. The blur also has the added benefit of smoothing out the skin tones and giving everything a slightly alien sheen. I probably could have done this better and more easily with an Alpha Channel or something, but I still don't understand channels, so I stick with what I know.



STEP 7: At this point, I was pretty happy with the result, although I figured I would add some processing to the overall image to add a subtle iris effect to focus attention on the focal point of the picture. I usually do this on a separate image, though, so I saved what I had to a separate JPG, then added the iris effect for the final result.


I intend at some point, once the game has begun and the character has taken better shape, to do a better portrait. But as a quick-and-dirty picture that was completed in an hour or two, this is not bad, and the basic techniques are applicable to a wide variety of situations.

If this kind of article interests you, let me know and I'll do some more. I'm no expert, but I've learned a few tricks here and there, and I'm glad to share if it does someone some good.

Sunday, August 14, 2011

The Other Smeaton


So I thought I was done with the Dougal Smeaton posts, but turns out, I've got at least one left in me. I am excited about our new campaign and about my new character in it, but I notice that I still break into the Scottish accent every now and then for no damn good reason except I miss the big brute, I guess.

But here's the thing: I've mentioned this before, briefly, but he wasn't the only character I had in mind when we were setting up the campaign. I actually proposed two characters, and Dougal was the one who seemed to fit best with the rest of the group as it was taking shape. And since naamah mentioned publishing some of her initial notes as she was putting together Tom Gentry, I might as well do the same thing with the Smeaton who might have been. So here is my intial email to sargon proposing two character ideas.

Like I mentioned Monday, I had a character idea leap into my head while we were talking. Then as I was driving to see my daughter last night, it occurred to me that the group may have too many of one type or other character, so I came up with another. And no matter which one you pick, the other may be useful. So let me present the Smeaton boys.
Dougal Smeaton is the older of the two Smeaton brothers. The Smeaton family runs the Glenellon distillery near Aviemore along the Spey river. Dougal grew up around the boilers and condensers used to make the family product and experimented with steam machines when he grew older, an enthusiastic amateur like so many who helped drive science and invention in those days. His skills with machine tools and engine design are not fully developed yet, though he is an expert when it comes to boilers and pressure systems.
But when was old enough, he joined the Royal Highland Regiment (The Black Watch) or whatever Scottish unit you might have that would get him to Atlantis. He's a big man, strong, stalwart and intrepid. A trained soldier who also knows a little about steam machines and is eager to learn more.
His younger brother Torin Smeaton is a different character altogether. He also grew up around the family business, but was more interested in the product of the distillery than the equipment used to make it. He was fascinated at the thought that barley could be transformed into something entirely different. As soon as he was old enough, he began to travel to other distilleries in other countries, learning more about the art of distilling spirits. In Italy, he discovered that different herbs could be used to infuse multiple flavors into a product, such as Strega:
http://www.strega.it/store/product_info.php?cPath=1&products_id=1&language=en
He also had a brief affair with mysterious Italian woman (at least he thought she was Italian--they met in Italy), who introduced him to more exotic herbs, herbs which acted on the mind and psyche. In attempting to learn more about these substances--telling himself it was only to develop a new product for his family's company--he traveled to Atlantis in search of herbs unknown in Europe. In Atlantis, his studies on herbs brought him into contact with students of the Dark Arts, and almost without consciously deciding to do so, he found himself learning magic instead. When he looks back on it later, he'll wonder if perhaps his winding path was actually directed from outside, by Fate or by some other Power.
So there you have the forgotten Smeaton, as well as a first look at what would eventually evolve into the Smeaton we now know. Sargon expressed a preference for Dougal and suggested that he might be an officer for greater latitude of action. But I saw Dougal as more of an NCO. Which led to a bit more exploration of his possible background.

Thinking about this further, the Coldstream Guard/1st Atlantean Rifles obviously is the way to go. If there's any kind of technology exchange with Atlantis or something, he might have joined for that reason, which would have caused some hard feelings with his father, who would have preferred he join a Highlands unit..
As far as his age, I'm thinking he's probably mid-20's, like 25 (Torin is younger, closer to 21 or 22). And as far as freedom of action, what if he had been cashiered from the service, dishonorably discharged for some offense he didn't commit. It wasn't bad enough to get him thrown in jail, but it was bad enough for them to dismiss him (or maybe it _was_ bad enough to throw him in jail, if the case against him had been stronger). So he's military-trained, but not actually serving. Too broke to go home (and his Dad might not welcome him back with open arms anyway, after leaving Scotland to join some crazy Atlantean unit, then getting thrown out for dishonorable conduct).
As far as his military job, I don't know enough about the tech level of the Rifles to speculate. Maybe artillery or a mortarman, or a driver of some sort if they have war machines. Crewing one of those would have improved his engineering knowledge, also, I would think.
Best ideas I can come up with without more detailed knowledge of game world.

There was a little more back and forth, but it was mainly about what kind of engineering he might be good at. Finally, by the first game day, we had a more-or-less finished character: Dougal Smeaton, ex-artilleryman, engineer at the Phoenix Steamworks, engaged in building a steam-powered submersible for Sir Walter Graves and then pressed into service to help find him. It took a few weeks to really find his rhythm, and then it was a really fun ride. I can't imagine how the group would have looked with Torin in there instead.

Thursday, August 11, 2011

I Should Be Writing

SO I've got a ton of projects that need doing, but I can't concentrate on any of them, because I'm getting so revved up about starting a new game. I was a little iffy on the concept of the campaign world when it was first being described, but now my character is really starting to take shape, and I think he's got the potential for about eight different kinds of cool.

I've got the basic parameters of the character mostly figured out. There are some setting-specific details that need to be ironed out, either by me or by the gamemaster. I've tried to set him up so that there are some mysteries in his background that may or may not come into play down the road. I've tried to set it up so that he can be interesting both in and out of combat, while also being totally different from either Cole Chen or Dougal Smeaton (for that matter, he's not really like any character I've played, although he shares some similarities with a couple).

It's been fun coming up with his personality, his history, his abilities and the way they fit together. It's fun imagining what kinds of scenes he might play with other characters, to help me define his personality more clearly in my head. But he really won't take full shape until we're actually playing and he has other characters to react to. And that's one of the coolest parts, because at that point, I'll really be getting to know him at the same time as everybody else.