Sunday, September 15, 2019

Improving For The Worst

Today I’d like to tip a sacred cow and go against my own preferences for a time with an idea that came to me recently…

Do we need Player Character Improvement to enjoy RPGs?

I am questioning, or perhaps even challenging, the notion that RPGs need any sort of progression of skills and abilities for PCs to make the game enjoyable.

Bear in mind I am not necessarily trying to find or put forth a particular answer to this question here and now. My goal is just to get people to think about and discuss it. After all, analyzing and questioning these corner stones of our hobby is kind of my thing. Well one of my things. I have several things. I'm sure that generates some interesting mental images. You’re welcome. 

The idea for this post first came up because one of my player asked me for the third time in the span of a few weeks just how and when we would be improving the PCs in our FRONTIER Science Fiction/Horror RPG.

I said, as I had twice before, that we would be upgrading the PCs at the end of the current four episode story arc. Basically, when we complete Episode III, Session #4, we will 'level up' as it were. That would be at the very end our next episode/session by the way.

I was a little disappointed me because I feel like his character isn't really a developed personality yet but he (the player) is concerned about upgrades to his PC's abilities. Why? Our story so far has taken place over the course of maybe 6-9 hours of time. Why would he or anyone else necessarily improve significantly over such a short period?

For many players, a big part of the game is the achievement of linear progression. It can certainly be fun but if that’s all you want, there are countless video games that do the same thing.

Don't get me wrong, I like increasing skills and upgrading my ship and such very much. At the same time the power creep of games is what often makes them unwieldy and ends the campaign faster since its hard to challenge PCs mechanically. In other words, while experience points and upgrades are the norm for the RPG hobby, they also generate one of the largest problems in the hobby, and that is enabling a system to sustain prolonged play with the same characters. 

I recently played a short series campaign of Dungeons and Dragons 5th Edition (no...you read that correctly. I played D&D 5E. On purpose). We started the game at 3rd Level, because the DM and other players agreed that was a level where you can do some cool stuff but you aren't inherently particularly powerful. It was universally agreed the high level characters (10 or above) are a chore of bookkeeping and low level characters (1-2) are too fragile. Most thought the 'sweet spot' was around 4-6. 

This rattled my brain. I have sooo many questions! Why doesn't the game start with 1st level characters being what is currently 3rd level. What is the purpose of a game where it sucks at the start? Why design at game that begins boring or overly deadly? What would make you want to keep playing?

If the range generally considered the most fun is 5-6, what's the motivation to go to 10? Why isn't the game about creating starting characters and fighting enemies who all function around the levels that are the viewed as the best and most entertaining?

For another take on the subject of linear progression or lack there of and what it means to an enjoyable RPG experience, let's consider Marvel Heroic by Margaret Weiss Productions. 

I know I myself scoffed at Marvel Heroic, a game with a very interesting way to obtain XP, but no real system for improving the power or effectiveness of your character. One of the game's key creators, game designer Cam Banks, made a point that in his view comic book Superheroes don't actually improve in comics.Sure they might get a new costume or have their powers change, suddenly increase or decrease, but it's usually plot driven and eventually they return to the same power levels and abilities they had prior their last story arc. I discuss this further here.

These are really separate but related topics I suppose. The point is, wouldn't it make more sense to create a game where the PCs begin fairly effective and competent but then maybe only increase in ability once every few sessions or even less often? Maybe not a all? Why must we have increases? Why should they gain new abilities? What would a game lose or gain by not having that aspect to it. 

I'll note that in my current Star Trek campaign, now in its 4th year or 'season' as we call them, our PCs have only improved once, getting a +1 to each of their two different stat sections and gaining one new talent or special ability, Meanwhile the campaign starship has been upgraded twice in that same length of time. In FRONTIER, as mentioned above, we are only going to improve a little bit every 4 sessions. 

In conclusion, I am not personally advocating the elimination of character improvement or XP systems. I like them from both a player and Gamemaster perspective. However, a feel the best systems have a slow, incremental progression, enabling the characters to be engaging yet effective over the long period of time. 

Furthermore, if the reason you are playing is to win points and improve your scores, go play with your Xbox. I am sure you'll have a much more enriching experience battling your friends online with a Playstation then you will engaging with other people physically and socially at a table. At least for me, I know I enjoy it when my character gets better but I also know that is not the reason I am there at the game. 

I am there to play a part and tell a story. A lollipop and a gold star are nice but not strictly necessary. 

What do you think?

AD
Barking Alien





Tuesday, September 10, 2019

It's Time To Wash Your Mouth Out With Gordon!

Just two days after celebrating the anniversary of my other favorite Optimistic Science Fiction Space Adventure franchise, September 10th is The Orville Day!




Happy Two Year Birthday to The Orville!

Now, when does Season 3 start and when can I run a campaign?

Hello...?

AD
Barking Alien





Monday, September 9, 2019

Set Celebrations to Maximum!

A belated Happy Birthday to a beloved best friend...




Happy 53rd Anniversary celebrating September 8th, 1966, the birthdate of Star Trek!

Our own Star Trek series, Star Trek: Prosperity, returns to it's fourth season this coming Friday after a month long hiatus. Very much looking forward to it.

Live Long and Prosper,

AD
Barking Alien






A Touch of Sweetness

A number of touching things happened to me this past Saturday and I would like to take this opportunity to acknowledge and appreciate them, as well as use them to lead in to a kinder, gentler post on how to improve ones GMing skills. 

I ran the third session/second full episode of my new 'Hopeful Dystopian' Science Fiction campaign, FRONTIER. There was a lot of investigating, puzzle and problem solving, a small battle that felt epic, and a HUGE reveal. I can't talk about it all in detail yet but trust me, you're going to want to stay tuned to this blog for some posts about it later in the month. 

Anyhow, one of my players, an old friend of some 25 years or so, got married a while back to a lovely fellow who, unlike my friend, doesn't play RPGs. As a matter of fact, though he doesn't speak ill of them or any such thing, he has upheld a sincere attitude of not wanting to partake in them. The reasons are his own and I completely understand. One needs to watch out for ones own mental health so I hold nothing against him at all.

Now imagine how incredibly surprised I was to learn that he may be up for participating in a game sometime next year.

The couple, my friend and her husband, challenge each other periodically to achieve things like art completion deadlines, getting out of their comfort zones, etc. After a complicated but heartwarming series of anecdotes about recent dares between them, my friend said that her hubby was willing to give RPGs a try. Furthermore she said, and I quote, "There are only two GMs in the world I would trust to do this and you're the only one alive."

That is a reference to our mutual departed friend Allen Halden. It may seem dark humor to some but trust me when I say Allen would have loved it. In addition, it is a statement with momentous weight and impact. In all my years of gaming, nothing has said, 'You are really good at this' quite like this sentence. 

Of course I said I would do it and yes it is a tad daunting. At the same time I am very excited for the opportunity to change a friend's attitude towards something I very much enjoy and make my buddy Allen proud at the same time. 

Later on, another of my friends and players announced to me a desire to run a Traveller campaign. This was extremely exciting for me as this particular fellow has grown so much as a player and GM since we first met and it's the first time any of my friends (many of whom love my Traveller games) have decided to try refereeing Traveller themselves.

He asked only where I had gotten the maps I'd used during our old campaign. He informed me he had purchased the rules and had already begun doing research for the game (see my previous post). I was more than happy to fill him in on a few 'trade secrets' because it was clear that he was interested, excited, and had put in the effort to get himself started. Obviously I told him I would help him in any way he needed going forward to which he seemed relieved. 

These two moments were followed by a great game session. The big reveal I mentioned above hit some slowly, others mentally slapped their foreheads with the realization, and a couple were wide eyed and mouth agape. 

That's when it dawned on me:

I love what I do, I do it well, and I really want to share my know how with others that want to learn how to do it also. Yes, it frustrates me when people are lazy and don't put in the effort to improve but are then surprised players didn't enjoy their GMing. At the same time, some people put a hell of a lot of thought and effort into running a game and it still misfires.

Well the honest truth is, at least in my book, even if it doesn't go over swimmingly, if you did everything you could to make it happen you succeeded. Don't let the frowning faces deter you if you really gave it your all. 

Ask yourself what you missed. What were the players hoping for that you weren't able to deliver? What areas do you need to brush up on or practice? What advice would help you improve and where or whom can you get that knowledge from?

With one friend asking me to GM a once in a lifetime event and another wanting to know how they can add the same pizzazz to a game that I did, I must also remember that I. MESS. UP. TOO. I run games that don't go over well. I screw up. I am not a perfect GM who never runs a bad game. 

What I do is keeping trying to do better. I read, write, re-write, analyze, ask questions, listen, practice, and continually push to improve. 

Do that and you can't go wrong even when you go wrong. 

Remember, nobody's perfect. That doesn't mean you can't aim to be great. 

AD
Barking Alien







Sunday, September 8, 2019

A Dash of Salt

I was unable to complete this year's RPGaDay Challenge in the allotted time frame of the month of August. 

I am a little disappointed in myself but there was little I could do. Personal, professional, and active gaming concerns got in the way. I still intend to finish the RPGaDay 2019 event however, so if you are at all interested, please check back in with my August entries during the month of September. I expect to be done by the 28th of this month at the latest. 

Now on to new material...

I've been playing a lot recently as a player and the experience has been, by way of understatement, a mixed bag. 

I have come to realize that although the general endeavor of Gamemastering is not something to be considered lightly. It isn't easy. It takes time, effort, attention, love, and not a small amount of talent. One of the things I've noticed is that even without any sort of 'gift' or knack for the position, a GM with a strong sense of the other aspects I just mentioned can certainly run a good game. 

Unfortunately, if any of those elements are found wanting its going to be a slog for the Gamemaster and at best fall flat for the players. At worst it can be a dreadful, painfully boring or frustrating experience.  

To the end of figuring out a way to help new and inexperienced Gamemasters improve at the craft, I am going to start out with a question:

With the plethora of resources to aid a GM in running a good, solid, entertaining game, why is it that poor outings still occur? 

Yes, I am being a bit salty and a tad facetious but that doesn't mean I don't want an answer to the question. The query is no less valid just because I am being so blunt in its delivery. A simple Google search for 'Gamemaster Resources' nets pretty good results, from the general advice of RPGBot.net and the Game Master Resources Wiki to sites specific to particular games such as Continuing Missions resources for running Star Trek Adventures or various sites covering Dungeons and Dragons, Pathfinder, and more. 

Normally I would help out my fellow GMs by linking the titles above to their urls but I am not going to today because part of my question is, "Why haven't you already gone there? Why haven't you used a Google Search to obtain free resources? Why do I have to do the work for you?"

Don't misunderstand, I am more than happy to help my friends and allies in the vast gaming community improve their GMing skills. I use this very blog as a forum to do just that. At the same time, for this blog and all those resources to be useful, Gamemasters need to make the effort to go to them. Are they?

Going back to my original statement, the road to be a good GM (and eventually great if you are so inclined) is dedication, determination, organization, and really enjoying do it. In other words, if you really want to run a good game, a great campaign, or just become a better Game Runner, you need to stop playing that video game, look away from Facebook, disengage yourself from whatever is distracting you and actually try to learn and improve. 

Other GMs can assist you, websites can supply everything from advice to content, but no one can absorb any of it into your head but you. 

If you are going to GM, try to do the best you can. Put some effort into it. Think about what goes into a game and how to pull off a good one instead of just focusing on this cool story you want to tell. Cover all your bases and be flexible enough to handle things when you find out you didn't. 

Either that or let someone who can GM do it and you take notes. Better yet, just play. 

If you're not going to give it your all, give it here. 

OK, first I was Salty. Now I'll be Sweet...

AD
Barking Alien