Showing posts with label Age of Ravens. Show all posts
Showing posts with label Age of Ravens. Show all posts

Monday, February 8, 2016

Open Says Me

Hell of a week.

I am really under the weather, hit with throat ick, chest bleh, and other symptoms that make my already limited hours of sleep even harder to come by.

As if that weren't enough...

Lowell Francis at Age of Ravens diverts me from my daunting deed of daring to detail my dazzling days-gone-by to indulge in one of his dizzyingly distracting discussions!

Damn!

Barkley, put the Wayback Machine on 'pause' and hand me some Dayquil TM, and some Nyquil TM. While you're at it, do they make Allquil?. I've got something I need to do...

***

Lowell has an interesting post in which he asks the question, "When Does Your Game 'Open Up'?"

By 'Open Up' he means the point at which the game the GMing is running gives more freedom, or at least the illusion of freedom, to the players and their PCs. At what point in the campaign experience do the players get to stop following the adventure path laid out before them and start getting to do what they want to do and go where they want to go.

It's an interesting question and one with a multi-tiered answer from your friendly neighborhood Barking Alien. I don't really have a fast and loose answer to this, even though I want to. To me it depends on so many factors that it's difficult to quantify in general terms.

I do have my personal preferences though as always.

I could say usually or perhaps most often...hmmm...maybe I could say, "When running 'X' " or even 'knowing my players', but all sorts of conditions apply and greatly change my verdict on the subject.

For the majority of my games (at least the ones run in my preferred style) I'd like the answer to be 'right away'. From moment number one of 'Act One, Scene One' the players should feel like their PCs are their avatars in whatever world/universe the game is focused on.

Unfortunately [for me] I am learning that the kind of open world, full sandbox style I enjoy most (see Storybox) is pretty intimidating, even off-putting, to many players.

What comes naturally for me (as it was just the way we played in our earliest days in the hobby) appears to be quite a shock to the system for some. The main issue it seems is that when you give people the chance to go anywhere and do anything, most people will sit tight and wait to be told where to go and what to do.

Even when given a general idea of what is going on in the world/story and given free reign on how to accomplish the task at hand, many gamers look for the arrow pointing to directions on how to proceed. It's a bit of the video/computer game mentality.

"Isn't this the Quest-Giver? He should tell us exactly where to go, who to meet with, and exactly how many of what type of creature to slay for their pelts. Right?"

Humans disappoint me so.

Now, let's assume for the sake of being able to respond to Lowell's query in a reasonable fashion and post length, that we are talking about an average Barking Alien campaign the way I run them now.

  • When do your games “open up”?

Usually around session four or five. The first 3-5 sessions are often the opening story arc designed to get the players familiar with the setting, the system, campaign plots, etc. After they have a handle on things, they are free to go about their business.

  • How much set up and establishment does a game need? What do you gain?

As I've mentioned in previous posts, I do a massive amount of pre-production game prep. Weeks to months in advance of the first sessions I create the setting, do research, come up with NPCs, plots and happenings, etc. The benefit is that for a monthly or even weekly game, I barely need to do any game-to-game prep after the first three sessions.

  • Are some reasons for keeping things locked down more valid than others?

I am not sure how to answer. The only reason I can see for locking things down is to help players paralyzed by their freedom of choice. Perhaps (and this is a big perhaps) to nail down the atmosphere and general feeling of the setting that the GM is looking for. This should be easy to establish before the game begins but I now know from experience that this isn't always the case.

  • What makes you feel like the campaign’s given you choice and freedom? Character choices, options for solutions, going wherever you want?

This one is hard to answer for me because it's one of the examples of something being very dependent on the nature of the game I'm playing (genre, theme, etc.).

Character choices? Is that really included in what we're talking about here? I wouldn't have put that in the same category as a game 'opening up'. I have seen many games with plenty of character customization options that are hell-a-ton railroad-y and posses a very closed-in feels over all.

  • Is not opening up the same as railroading? Do players read this in different ways?

I can't really say if players in general read this in different ways, I can only say how I read it. 

It's a matter of degrees. Not opening up at all is the same as railroading but the iris valve can be adjusted to open to varying sizes. You can open it anywhere from all the way, to half way, to pinhole sized, to not at all.

  • Why would tabletop GMs hold off opening up? Do they have different reasons than a video game?

I am not able to speak for video games or video gamers. I haven't been truly into video games since the World of Warcraft MMORPG was on it's second expansion (I think). I find them pretty but inevitably boring. Occasionally I will get into one but the magic lasts about six months to a year at best.

Some games, like Alien: Isolation, are awesome for that first run through and have maybe a bit of replay value but generally speaking it's like saying, "Yes! I saw that movie. It was great! I might have to watch it again one of these days" and I just never get around to it.

I'd rather be playing tabletop.

The open nature of tabletop RPGs and the many combinations of players, GMs, characters, events, options, choices, and motivations make it an entirely different animal in my opinion.

Even the best computer or video game RPG is but a single, albeit beautiful shell on a vast beach; that beach is tabletop RPGs. Infinitely superior graphics, unlimited options, and the most life like AI you can imagine, largely because it's missing the 'A'.

Now, to answer the question, 'Why would GMs hold off opening up?', my answer would be nearly identical to what I already mentioned above.

First, if I was trying to set a tone and illustrate the overall premise of the campaign, I would probably have a less open initial storyline to get the ball rolling in the right direction. I would still allow for virtually any reasonable (within the context of the campaign) approach to solving the situation that the players want to take, including not solving it at all (unless we agreed before hand that that was the sole purpose of the game).

If I have players who I can tell are intimidated by an open world, I will likely give them a mission to start them off. In some instances, I will simply direct them to a few local goings-on, and see if anything catches their interest (or inspires them to do something else).


***

In the end (and in conclusion), like oh-so-many things, it depends. It depends on the game, the genre, the GM, the players, and the style of gaming you prefer.

For me as a player, I prefer an open world right from the get go, with places to explore, activities to engage in, disrupt, or ignore, villains to battle, and treasure to seek. I might also want to invent a time machine, investigate an age old unsolved mystery, or go hunt a dangerous beast. I haven't decided.

Have you, the GM decided for me?

AD
Barking Alien






    Tuesday, November 10, 2015

    MY BIG DAMN LIST OF RPG LOVE

    Hey everyone.

    The blog is on an unanticipated hiatus at the moment while I take care of some real life stuff. I am now a business owner, and have to deal with business owner type things.

    I will post off, and on as time allows, but don't expect a lot of material until December. I do intend for, and expect, December to be a pretty full month for Barking Alien, with a lot of things to discuss, so please bare with me until then.

    Thanks.

    ***

    Noted scholar, and sage Lowell Francis of Age of Ravens, also known as 'Lowell The Lister', and 'He Who Knows The History of Fun', recently posted a series entitled RPG Top 100.

    Oddly, this isn't a list of the 100 Best RPGs in his opinion, nor his 100 favorite RPGs, and it isn't the 100 most popular RPGs in the history of the hobby. No, in Lowell's own words, these games are notable by the following designation:


    "...these aren't necessarily the 100 Best RPGs, but they're ones I want to play."


    He goes on to note that those identified by an asterisk ( * ) are games where he enjoys the setting, or premise, but would want to use a different rule system to run, or play it.

    An interesting exercise, but one that left me with a lot of questions. Such as:

    • Are these games you (Lowell) have never played?
    • Do you want to run them, play them, or both?
    • Why haven't you played some of these? I can understand it being tricky to find someone who knows about Wrath of the Autarch (a game I've only ever heard of from seeing it listed on peoples blogs!), let alone who's running it, but Mutants & Masterminds? It's hard to trip without knocking into someone running that game in my experience.

    I don't know that there are 100 RPGs I've never played, that I'd want to. I'm serious.

    Surely there have to be numerous games I've not tried out, but the idea that there are more than a few dozen Superhero, Sci-Fi, Giant Robot, Anime, or Folklore Fantasy RPGs out there that I haven't tried is hard to imagine. Honestly, I wouldn't be able to list them either. If they exist, and I haven't played them at least once, it's because I do not know of their existence.

    Now, let's say I know about them, I've read them, or I've spoken to friends who gave them a rave review, but I haven't tried them yet, and really want to. That sounds fantastic! It also sounds...just...I don't know...utterly unlikely. If there is a game I want to play, or run, I do so. Often I do it as a one shot just to say I have, and to have the experience. If I liked the game, I would probably find a way to get it, and run it at some one point.

    I know I sound a bit matter-of-fact, and perhaps even unrealistic in my simplified answer to the situation of wanting to try new games, but that's just how I've always been, and how I continue to be.

    However, the bigger issue is that I just don't see that many new games coming out that I feel I have to play. There are very few that I am chomping at the bit to try out. I would be very interested in checking out The Warren, Spirit of '77, The One Ring, and maybe...well...I'm curious about 13th Age, and Fantasy AGE, but it won't kill me if I don't get to play those.

    I was going to try, and challenge myself to come up with a similar list, but I just can't do it. There simply aren't enough games that fall into that category for me. Instead, here is a different kind of list.

    The Barking Alien Blog Proudly Presents, The BIG DAMN LIST OF RPG LOVE!

    Here are 100 RPGs that I just love. I love to run them, I'd probably like to play them I guess*, but they are the games I love, and that's what counts.

    So, without further adieu, in no particular order, here are my 100 favorite most beloved games:

    1. Star Wars D6 (West End Games)
    2. Star Trek ICON System (Last Unicorn Games)
    3. Star Trek, The Role Playing Game (FASA)
    4. Champions 4th Edition (ICE/Hero Game)
    5. Traveller (Classic, and MegaTraveller, Game Design Workshop)
    6. Teenagers from Outer Space (R. Talsorian Games)
    7. Mekton (Especially Mekton II, R. Talsorian Games)
    8. InSpectres (Memento Mori)
    9. Ghostbusters (West End Games)
    10. Mutants and Masterminds (Especially 1st and 3rd Editions, Green Ronin)
    11. Faery's Tale Deluxe (Firefly Games / Green Ronin)
    12. Ars Magica 3rd Edition (White Wolf/Wizards of the Coast)
    13. Changeling: The Dreaming (White Wolf)
    14. Aberrant (White Wolf)
    15. Monsters, and Other Childish Things (Arc Dream Publishing)
    16. Wares Blade (Hobby Japan Games)
    17. SATASUPE ReMix (Adventure Planning Service / Hobbybase)
    18. Peekaboo Horror (Adventure Planning Service / Hobbybase)
    19. Paradise Fleet (Fujimi Dragon)
    20. Alshard (Enterbrain)
    21. Risus (Cumberland Games)
    22. Paranoia (West End Games)
    23. Toon (Steve Jackson Games)
    24. Sketch! (Corsair Publishing)
    25. Red Dwarf (Deep 7)
    26. Meikyuu Kingdom (Make You Kingdom) (Adventure Planning Service / Hobbybase)
    27. Pendragon 3rd, and 4th Editions (Chaosium, Green Knight Publishing)
    28. Bushido (Phoenix Games / Fantasy Games Unlimited)
    29. Hunter Planet (TAGG)
    30. Golden Sky Stories (Star Line Publishing)
    31. Castle Falkenstein (R. Talsorian Games)
    32. Marvel Heroic Role Playing Game (Margaret Weiss Productions)
    33. DC HEROES (Mayfair Games)
    34. Bunnies and Burrows (Fantasy Games Unlimited)
    35. Cyberpunk 2013 / 2020 (R. Talsorian Games)
    36. Metal Head (Hobby Japan Games)
    37. Mobile Racer Championship (Hobby Japan Games)
    38. M.I.S.S.O.N. (Kabal Gaming Systems)
    39. Happy Birthday Robot! (Evil Hat Productions)
    40. The Secret Lives of Gingerbread Men (Itesser Ink / Wicked Dead Brewing Co.)
    41. Doom and Cookies (Andrew Peregrine / Corone Design)
    42. Steal Away Jordan (Stone Baby Games)
    43. MAID (Sunset Games in Japan, Star Line Publishing in the U.S.A.)
    44. Villains and Vigilantes (Fantasy Games Unlimited)
    45. The Muppets (Barking Alien Games - What? I can't love my own game?)

    Er...um...give me one second here...everything's fine here, now, thank you. How are you?

    Psst. Barkley. I need your help.

    What seems to be the problem?

    I can't think of any more games that I love!

    Seriously?

    Seriously.

    Well, you liked Space Opera when you were younger, right? And Star Frontiers?

    Liked yes, but not loved. If I did, it was a long time ago.

    Yes, yes. How about...wait...perhaps...no. Hmmm.

    Well now, this presents a bit of a conundrum does it not? What am I to do?

    As noted above, there are a lot of games that I like, even like a lot, but I don't drop the 'L' word lightly, and I really can't say I love something I don't love.

    Now, it's possible, even likely, there are games I love that I'm not thinking of right now. To those games, I apologize. Seriously, I love ya man. I think.

    A few games I like a lot (and I mean A LOT!) include (but are by no means limited to):

    Adventures in Oz (F. Douglas Wall Publishing)
    GODLIKE (Arc Dream Publishing)
    James Bond: 007 (Victory Games)
    Mouse Guard (Archaia Studio Press)
    Ryuutama - Dragon's Egg (Kotodama Heavy Industries)
    Star Frontiers (TSR)

    and

    Dread (The Impossible Dream)

    What does it all mean? Is there some grand purpose behind it all? Is Humanity missing out on a great insight into its higher nature by not being able to unravel the hidden truths these lists hold within them?

    No. Probably not.

    At the same time, I believe I see some interesting insights into my own preferences. I see some consistency, and a few things in my personal tastes that strike me as odd.

    Of course, in the surprises-no-one category, there is a distinct lack of Fantasy RPGs. There are a decent amount of comedic games as expected, as well as Science Fiction, and Superhero games, although the former is somewhat spread out over a number of subgenres. Nonetheless, Space Adventure Sci-Fi, and Comic Book Superheroes do rule the day.

    Perhaps less obvious, and more surprising (to me anyway) are the number of games listed that have crunchy, more mechanically heavy systems. My appreciation for rules-lite games is well known, but I do not appear to disdain the more complex ones as much as I initially thought.

    This warrants further study. I hope to get back to you soon with the results of my research.

    AD
    Barking Alien





     

    Thursday, September 3, 2015

    Funny Business

    While Adam attends to our guests in the Green Room, I would like to take this time to introduce a very special surprise for the studio audience, and the viewers at home. Coming to you all the way from the Trailing Extensions of the Whirlpool Galaxy comes the great seer, soothsayer, and sage, Carnac the Magnificent!

    Thank you Mr. Barkley, thank you. May the filthy soap scum of a thousand bathtub rinses avoid your private parts.

    Thank you Carnac, you are too kind.

    Now then, I hold in my hand a set of envelopes. As a child of four Earth cycles can plainly see, these envelopes have been hermetically sealed. They've been kept in a #2 mayonnaise jar on Funk and Wagnalls' back porch on Earth West-38 since noon today. No one knows the contents of these envelopes, but you, in your borderline divine and mystical way, will ascertain the answers having never before seen the questions.

    THAT...is correct.

    Very good. Here is the first envelope.






    The answer is..."Expedition to the Barrier Peaks."

    Expedition to the Barrier Peaks.

    The question..."What is the term for attempting to look at your wife, or girlfriend's bosom, while her parents are in the room."

    The next envelope.

    The answer is..."Fire, Fusion, and Steel."

    Fire, Fusion, and Steel.

    I just said that. The question is..."Name three things easier to swallow than Donald Trump running for President."

    I hold in my hand...er...paw, the last envelope. Here you go.

    The answer is..."Nasty, Brutish, and Short."

    Nasty, Brutish, and Short.

    The question is..."Describe the history, as you understand it, of comedic RPGs."


    A [Very] Brief History of Humorous Tabletop Role Playing Games,
    By Adam Dickstein
     

    I haven't had time to do a lot of research, and as such, I am unlikely to be as thorough as Lowell Francis is when he does his 'History of...' posts (which are oddly not tagged in such a way that you can just pull them up. A tag of History would make them much easier to search for IMHO).

    The very first commercial RPG with a purposely humorous focus, as far as I can tell, was called Alma Mater. It was produced in 1982 by a company known as Oracle Games. Supposedly, the art for the game, by Dungeons & Dragons legend Erol Otus, so deemed so offensive, the game was banned from the GenCon.

    I don't think the game was overly popular, as I've never heard much talk about it, hadn't seen a copy until much, much later, and it's definitely not one any player I've played with regularly has ever mentioned.

    And I've played with a pretty diverse bunch.

    One could certainly argue that Alma Mater was preceded by another game with a distinctly humorous tone. That game was Ken St. Andre's Tunnels and Trolls. While not specifically a comedy game, Tunnels and Trolls, first published in 1975 by Flying Buffalo, Inc., had a rather tongue-in-cheek attitude to many of its elements, including spells with names like 'Take That, You Fiend', and 'Hidey Hole'.

    Furthermore, Flying Buffalo put out another game called Monsters! Monsters!, in which PCs turn the tables on the traditional Fantasy character dynamic by playing the creatures that live in the dungeons being invaded by adventurers.

    Over the next few years, no significant entry into the field of humorous RPGs is even made. Role Playing Games, into the early-to-mid 80s, are serious business.

    Thankfully, that all changed with the arrival of Toon in 1984.

    The story goes that the idea for the game originated with artist, and Villains and Vigilantes co-creator Jeff Dee. Dee was with Greg Costikyan, as well as other game designers, trying to figure out what genres where not yet covered in the field of RPGs. Dee suggested a RPG based on Cartoons. The rest of the assembled talented said, although a great idea, created a system for such a game would be impossible. A few years afterward, with the help of Warren Spector, Costikyan created Toon.

    Greg Costikyan is, in some ways, the unofficial father of the humorous RPG. In addition to Toon, Costikyan was also a key designer on Paranoia from West End Game, which came out in the same year, 1984.

    While the ball was now rolling, the next two entries were licensed games, and so their popularity may have been more closely tied to their IPs, at least initially. Palladium's Teenager Mutant Ninja Turtles and Other Strangeness, and West End Games' Ghostbusters were hits, and while no where near as big as the big boys like D&D, Call of Cthulhu, or even Traveller, the gaming consumer had spoken, and been heard loud, and clear. Comedy games were a hit.

    Proof positive was the fact that it didn't end there. Not by a long shot. Teenagers from Outer Space, Macho Women with Guns, Tales from the Floating Vagabond, HoL and many, many more followed. A not really complete, though decent list can be found here.

    The independent publishing movement of the last 10 years, or so really helped in this area as well. Some of my personal comical RPG favorites such as The Secret Lives of Gingerbread Men, Doom and Cookies, and the recently released Spirit of 77 were all made possible by the indie game boom.

    Interestingly, since this is something I am going to discuss in a later post, not all this humorous games are billed as comedy RPGs. Spirit of 77 is very funny, but it isn't sold as a humorous game. Likewise, HoL, and Doom and Cookies can be quite dark, though this is a definite comedic tone to them.

    Well, that's about all I want to say on the subject for now. I highly recommend looking into the history of comedic RPGs, and Role Playing Games in general, as it is some fascinating stuff.

    I highly recommend:

    The Designers and Dragons series and Heroic Worlds by Lawrence Schick. Also Age of Ravens of course, as Lowell does a bang up job in this regard.

    Thanks for watching! Now, back to our show...

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    Barking Alien






    Saturday, August 29, 2015

    RPGaDay Challenge 2015 - Day 29

     


    This one is tough, and for all the best reasons.

    In the 7 years that my own blog has existed (Seven years? Holy Moley), I've come across some really excellent blogs, as well as helpful websites. I have also seen some fantastic blogs, and bloggers, come, and go.

    I've made the acquaintance of a number of my fellow bloggers who I'd actually call friends, though we've never met in personal. Likewise, I have met a couple in person, and those were pretty great experiences.

    When trying to identify a favorite however, that's when things get difficult. Choosing among my friends? That I simply won't do.

    Instead, here is a list of favorites, alphabetically by author:


    Charles Atkins' Dyvers Campaign

    Lord Blacksteel's Tower of Zenopus

    Lowell Francais' Age of Ravens

    WQRobb's Graphs, Paper and Games

    Zak Smith's Playing D&D with Porn Stars


    In addition, here are a few that qualify more as websites than blogs, to me at least, but some of them have blog elements:


    Plot Points - Resource for the Marvel Heroic RPG.

    Rancor Pit - Forum for Star Wars D6 and general Star Wars RPG material.

    TrekRPG.Net - Forum for all thing Star Trek RPG related.


    Finally a special shout out to WQRobb of Graphs, Paper and Games. We seem to be of a kind he, and I. Although not identical in our preferences, it's nice to know there is someone out there who likes what you like. In our differences is where we learn from each other, and improve our craft.

    I want to also say to those not listed up there in the top five, that not being listed doesn't mean I don't love you. Oh, no. I simply have a lot of favorites, and can't list them all, so I picked five.

    It has to be said that I don't randomly add every gaming site I see to my blog roll. You might notice that compared to some blogs, my list of followed bloggers here on the right side is pretty small. If you're on there it's 'cause I think your blog, and your ideas, are something special.

    Enjoy the rest of your weekend everybody!

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    Barking Alien






    Monday, August 24, 2015

    Too Much, Too Little, Too Late

    Lowell Francis, star of stage, screen, and five time winner of the...

    Wait...sorry...Barkley was holding up the wrong cue cards. That should read:

    Lowell Francis, blogger extraordinaire, and proprietor of Age of Ravens, made this interesting statement in his response to the RPGaDay Challenge question #17, 'Favorite Fantasy RPG':

    "I’m always struck by the number of rpgers I’ve met who don’t like fantasy"

    I am struck as well, but by the assertion that a considerable number of our fellow gamers dislike the genre of Fantasy, or at least Fantasy gaming.

    I've met far too many who love fantasy, and a solid bunch who have trouble wrapping their heads around anything but.  Far too often I come across people who lament that they can't get a game going with their group of anything other than fantasy. That [although they, the GMs are up for it] their players just won't give other games, and genres the time of day.

    I only know a very small number of gamers who don't like Fantasy, myself included among those people. However, I should be clear in saying that I don't like Dungeons & Dragons style fantasy. I totally go in for folkloric, and 'fairy tale' fantasy.

    Back to Lowell's statement though, he continues on to note:

    "I’m never sure where that comes from: oversaturation, bad experiences, personal taste. Fantasy’s been such an important default for me as a gamer. I enjoy the room it offers and still dig trying to figure out new things with it."

    Where it comes from? Fair enough. I will try to explain...

    For me, and me alone as I can not speak for anyone else (although if anyone would like to speak up on the subject please do - comments are always welcome, and appreciated), there are a number of factors that have contributed to my disinterest, and even dislike to some extent, of traditional Fantasy RPGs.

    What do I mean by traditional? Well for now let's say I am referring to classic games like Dungeons & Dragons' various editions, Palladium Fantasy, Rolemaster, Tunnels & Trolls, Warhammer Fantasy Role Play, and modern ones such as Burning Wheel, Metal, Magic, and Lore, and Pathfinder, just to name a few.

    Basically these are games in that particular sub-genre of Fantasy that D&D occupies, and indeed typifies. It isn't quite Medieval Fantasy, but it is, while also being Sword and Sorcery, which it's not exactly. I see it as a Fantasy mish-mash, a Frankenstein hodge-podge of Tolkien, Vance, Leiber, Moorcock, Howard, and others.

    More about that later.

    For now...

    Oversaturation

    Yes. This is definitely a factor for me. It comes across in several forms.

    Note how many games I listed above, and that's not nearly all of them by half. Dungeons and Dragons was popular, so people made more games like it, or their version of it. In the earliest days of the hobby, as new RPGs started to spawn here, and there, it surely felt like every third one was a Fantasy game, and often, one not all that different from Dungeons and Dragons.

    Even nowadays, as my friend Luke noted over the weekend, "Look at your computer games, your video games, and your MMOs. Most of the big ones are Fantasy based. World of Warcraft, Final Fantasy Online/14, Dragon Age, Witcher, Elder Scrolls, and on, and on. Sure there are Sci-Fi ones, but not as many, and certainly not as many with as much backing in the field of MMOs. Superheroes? There was City of Heroes, and City of Villains, but the rest are all also rans. None have the kind of popularity WoW, Everquest, and their ilk."

    I perceive Fantasy genre oversaturation in the form of tabletop games to be far greater than any other genre by leaps and bounds. There are just too damn many Fantasy games, making the whole of them blur, and intermingle. None of them really stand out, none seem special, or all that different from each other with a few exceptions. To me, it's one massive sea of the Dungeons & Dragons.

    Now, let's look at it from a personal viewpoint.

    I began playing RPGs in 1977, at the age of 8. By the time Villains & Vigilantes 2nd Edition, and Star Trek (FASA version) came out in 1982 (the first two games I personally owned other than D&D), I'd already been playing D&D for 5 years. I'd been gamemastering for 4 of those years. I was charged up with excitement seeing a Superhero game, and a game based on my favorite Sci-Fi TV program. By 1987, I was 18 years old, and had been gaming for 10 years. I was long since tired of D&D, and other Fantasy games. That was 28 years ago.

    Bad Experiences

    I have never had a bad experience playing Champions, Ghostbusters, Mekton, Star Trek, Star Wars, Teenagers from Outer Space, Toon, or Villains and Vigilantes.

    I have only ever bad experiences playing D&D. That is to say, D&D is the only game I've played where I as a player have personally had a bad experience. This doesn't mean I've never been in sessions of other games that didn't go so great, but I don't consider those less than perfect outings to be bad experiences. That has only happened with D&D.

    These experiences range from being made fun of by older, more experienced players, to being on the receiving end of Player vs. Player combat that made no sense in the adventure, to just being bored to tears. Scratch that, I also experienced that last one in Pathfinder. Ah yes, and failing to be effective in the game because my character wasn't 'optimized'. That was another Pathfinder experience that only occurred in that game.

    Largely, Fantasy for me equals boring games, with hostile players, unnecessary crunch, and down right silly rules, in a setting I've seen a hundred times too many.

    Personal Taste

    I grew up on Science Fiction, and Comedy television. My fondest film memories are Star Wars, The Muppet Movie, Blazing Saddles, Close Encounters of the Third Kind, and Superman I and II. I lived for comic books, and read them religiously, from the Legion of Superheroes, Teen Titans, and Iron Man, to lesser knowns like E-Man, Nexus, the heroes of Charlton Comics. I even read Captain Canuck. I had a high reading level at an early age, and read Ringworld, Dune, The Forever War, Voyage of the Space Beagle, The Stars My Destination, 1984 and many others all before I was in 8th Grade.

    See any Fantasy in there? No. Neither did I. I had no real access to Fantasy, at least not the type of High Fantasy D&D portrays.

    When I did read Fantasy it was folklore, Greek, Norse, and Egyptian myths. I devoured the books Faeries, Gnomes, Alice's Adventures in Wonderland, and Through The Looking Glass, and of course the various Oz books.

    I did inherit some Fantasy novels from my Dad's cousin-in-law. From his collection I read the Elric series, Hawkmoon, and several Lankhmar novels. I also received, and read several of R. E. Howard's books, and found I did not like them.

    D&D Fantasy just isn't to my tastes at all. It drums up little to no interest in me. It feels like a mess of ideas, tropes, and styles with nothing significantly tying it together. It has no atmosphere, no feel. You can give it one, but I just don't often feel inspired to make the effort to do so.

    With most Fantasy RPGs, the magic doesn't feel magical, the combat (the heart and soul of most Fantasy RPGs) doesn't feel any more exciting then button mashing on a home video game, and the environments are, wait, is it yet another vaguely European town near a forest? Really? What are the odds?!

    Wake me when it's over.

    In conclusion

    Yeah, for me, and again I can only really speak for myself, Fantasy is an endless array of the same old thing; a thing I don't have enough interest in to make the effort to make something different out of it..

    I mean I could, and I have, but why bother when I could make something out of any game one of a hundred other games, in genres I like so much better?

    If Fantasy was going to impress me in any way, it probably needed to do it 20+ years ago. It didn't, and now I'm on to other things.

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    Barking Alien








    Thursday, April 30, 2015

    Ten Year Gap

    Lowell Francis, of the blog Age of Ravens and the Play on Target podcast, as well as my staunch ally in the fight against the forces of boredom, and overall unpleasantness, has posed a question most ponderous...

    What were you running/playing ten years ago? What systems have come and gone for your group?

    Sadly, as much as I love looking back on my previous works, I can not participate in this particular exercise.

    You see, in 2005, the greatest gamer I have ever known, my closest friend, and my biggest inspiration...she and I parted ways. My ex-wife.

    It would be some time before I felt like gaming again, and it was hard even then to find someone to game with. I had been out of the loop, having gamed with the same group of friends, many of whom were couples, or at least friends of both of ours, for years.

    The story has a happy ending...we're friends again, and we get to compare creative notes fairly often. We even game together a few times a year, usually around the 'big' holidays when we're all off from work.

    Ten years.

    A lot can change in ten years.

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    Barking Alien



    Monday, February 16, 2015

    Front Loaded and Backfired

    The ever extraordinary Lowell Francis of Age of Ravens, and Play on Target fame, has assembled, and posted, a GM Campaign Prep Survey.

    Go participate! Now!

    Welcome back. I missed you. You've been gone forever, or perhaps a few minutes, or so.

    Dogs can't tell time.

    Now that you've checked it out, I thought you might get a kick out of an idea that I got a kick out of - turning the survey into a post analyzing one game's prep. Ah, and I'm going to go one step further. I'm going to analyze two past campaigns that buck my own trends, and eschew past advice.

    A High-Prep campaign that tanked, and a Low-Prep campaign that rocked!

    Sound like fun? Aces.

    Lowell's questions are in white, while my answers are in green.

    First up...


    Art by Lisa Free

    1. What system did you use for the campaign?

    Pendragon - 4th Edition

    2. Had you run this system before?

    No. The last time I played Pendragon was 1st Edition, and I had never run it before.

    3. What kind of setting did you use?

    Essentially the game canon, adjusted for the region our story took place in. I added various elements from British, Irish and Viking folktales.

    4. Had you run this setting before?

    No.

    5. Where did you run?

    Face-to-face, at a public location we often use for our games.

    6. How often did your group meet?

    Roughly once a month.

    7. How long was your average session?

    8-10 hours.

    8. How many players did you have on average?

    Five.

    9. About how many sessions did you run for? (Say "ongoing" for present campaigns)

    Four. Maybe five.

    10. Did you have an expectation about how long the campaign would last when you planned it?

    No. I try not to do that.

    However, I planned  for the first 'chapter' to last about nine sessions. My hope was for three chapters, and then more if the group was interested.

    11. If yes to Question 10, about how long did you expect the campaign to last? Was that more or less than it did run?

    As noted above. We stopped after four, or five sessions. It was terrible.

    12. Did you have what you'd consider a "finale"?

    No.

    13. What caused the campaign to end?

    A complete, and utter disconnect between the type of campaign I was trying to run, and the type of game the players thought we were playing.

    In addition to there being too many off beat characters for the setting, the players just could not wrap their heads around the idea of epic, mythic, folklore fantasy. They focused on realistic, logical, almost simulationist approaches to the world, the characters, and the situations.

    In addition, one player was playing a character who had a personal agenda counter to that of the rest of the group.

    Ugh.

    14. How did you think about the ending of the campaign?

    I'm glad I shot it, and put it out of its misery.

    This next part focuses on the actual time you spent prepping for the game. This is all estimates and self-assessment. I'm going to ask you to come up with some rough percentages in categories. But how you define prep is up to you. If you think early brainstorming, watching genre-movies, or musing on things while riding the train counts as your prep, then count it.

    This is pretty blurry, so just go with your gut on these answers.

    Now here is where things get interesting.

    I put a lot of thought into our Pendragon game. I tried very hard to get the geography, feel of the setting, the characters, the politics, and everything else just right. I did extensive research of both books, and film on the subject, and this is from a person who took Arthurian Literature in college.

    I was so ready for this campaign. I was ready for it to be awesome.

    It started great, and went sour quickly.


    15. Roughly how many hours did you spend preparing for this campaign? (Please answer in numerals: 2, 6, 18...)

    Over the course of a month, or so, I spent approximately 25-30 hours on the pre-first session, the first session, and campaign set-up prep. For the following sessions after the first I spent approximately 15 hours of prep time per session.

    16. Give a rough percentage of time you spent on each of these activities in preparing for this campaign. Though I've set this to add up to 100, I understand there will some blurry lines.

    • Learning or Relearning Rules - 20% (Considerably more than usual for me).    
    • Developing or Homebrewing Mechanics  - 5%             
    • Drawing Maps, Sketching Illustrations, or Crafting Props  - 10%             
    • Coming Up with NPCs - 10%   
    • Plotting Incidents, Arcs, or Stories - 15% (Barely any of which saw play)           
    • Writing Up World/Setting Backstory - 10% (Barely any of which was investigated)      
    • General Research - 20% (Perhaps half of which saw use).           
    • Player Character Work - 15%
    • Other

    ***


    Art by Kenichi Lo

    1. What system did you use for the campaign?

    A homebrewed hybrid of InSpectres by Memento Mori, and Ghostbusters by West End Games.

    2. Had you run this system before?

    I had run the original Ghostbusters RPG before, but no, not this blended version.

    3. What kind of setting did you use?

    Canon setting focused on the first Ghostbusters film. Modern, present day, New Jersey. The PC's were a Ghostbusters franchise based out of Hoboken.

    4. Had you run this setting before?

    I have run a Ghostbusters campaign before using the movie canon, yes.

    5. Where did you run?

    Face-to-face, at the home of two of the players.

    6. How often did your group meet?

    Once a month.

    7. How long was your average session?

    6-8 hours.

    8. How many players did you have on average?

    Four. Always four.

    9. About how many sessions did you run for? (Say "ongoing" for present campaigns)

    Four. (Sad Panda)

    10. Did you have an expectation about how long the campaign would last when you planned it?

    No. As I said, I don't usually do that.

    11. If yes to Question 10, about how long did you expect the campaign to last? Was that more or less than it did run?

    Campaign was cut short due to personal issues of some of the players.

    12. Did you have what you'd consider a "finale"?

    Unfortunately no.

    13. What caused the campaign to end?

    As noted above, group members having personal issues.

    14. How did you think about the ending of the campaign?

    Cut down too soon. So sad.

    This next part focuses on the actual time you spent prepping for the game. This is all estimates and self-assessment. I'm going to ask you to come up with some rough percentages in categories. But how you define prep is up to you. If you think early brainstorming, watching genre-movies, or musing on things while riding the train counts as your prep, then count it.

    This is pretty blurry, so just go with your gut on these answers.

    A lot less prep went into this initially than my usual campaigns. I should point out that no less thought went in, simply that the time between when the idea for the campaign struck me, and when I developed, and then ran it was surprisingly short.


    15. Roughly how many hours did you spend preparing for this campaign? (Please answer in numerals: 2, 6, 18...)

    I would say maybe 12-15 hours.

    16. Give a rough percentage of time you spent on each of these activities in preparing for this campaign. Though I've set this to add up to 100, I understand there will some blurry lines.

    • Learning or Relearning Rules - 5%    
    • Developing or Homebrewing Mechanics - 10%              
    • Drawing Maps, Sketching Illustrations, or Crafting Props - 25%               
    • Coming Up with NPCs - 10%   
    • Plotting Incidents, Arcs, or Stories - 10%           
    • Writing Up World/Setting Backstory - 5%       
    • General Research - 30%           
    • Player Character Work  - 5%
    • Other

    ***

    The second of these two campaigns, 'Ghostbusters New Jersey', had less than half the prep time of the Pendragon campaign, but time isn't what it was about in this case.

    It was about inspiration, seeing it all clearly, knowing what would work and what wouldn't on an almost instinctive level, and feeling comfortable that the group of gamers I made the campaign for would 'get it in one', no fuss no muss.

    With 'Pendragon - The Lion and The Sea', I perceived of a very different game than that which we ended up playing. As such, I prepared for that game, the game I envisioned, and not the one that ended up being played due to the differences between what I pictured, and what the players had in mind (whatever that was).

    I find this, and other surveys and questionnaires like it, a lot of fun, and very interesting to fill out. They allow me to look at my own campaigns from a somewhat more subjective position than I typically would.

    Perhaps, in analyzing these two campaigns in this way, I am seeing something about my gaming nature I did not previously comprehend. I am better off it seems with a solid vision of what I want to do, and a great that is guaranteed to be on my wavelength. Such campaigns will forever be superior to ones that lack this dynamic. Unfortunately, no amount of prep can really help you with this kind of thing.

    The more prep time the better I would think, but between the group, and the GM, you either have it, or you don't.

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    Barking Alien