Showing posts with label Ethrus. Show all posts
Showing posts with label Ethrus. Show all posts

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.

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...

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.