Sunday, December 21, 2025
Cartoon Logic
31 Questions For Barking Alien - Phase II - Question 13
Do you have any thoughts on GMing for only a single player and how it differentiates from GMing for a more typical multi-player group?
I have run what I refer to as 'One-on-One' campaigns, games involving a Gamemaster and a Single Player, quite a few times over the years. Some of them lasted a decently long time. Among the most memorable ones were a Dungeons & Dragons 3E (Modified and Houseruled) with my ex-wife Selina, two separate classic Traveller campaigns (the 2nd of which lasted almost 3 years of nearly daily play) also with Selina, and a FASA Star Trek game with my friend David Concepcion. The late, great Dave Cotton and I had a One-on-One campaign of sorts, although it was more like a series of six One-on-One adventure sessions united by the same character and setting but split across a two year period.
To me, the essence of Tabletop Roleplaying Games is the dynamic between the player or players and the Gamemaster. In this relationship, I tend to default to thinking like and being the GM. However, I have also been a GM who focuses on the players' fun. As I said to a friend and player of mine recently, "[At the most basic level] I am going to have fun as the GM regardless, so my goal to make sure all the players have a good time."
Let's be honest, [as the GM] I am getting to do what I love doing. I'm world-building, following established and emerging narratives, getting to create and portray NPCs, etc. That's just what the GM does and that's why I enjoy doing. Any real effort on my part is in making sure everyone participating is having as much fun as I am. Unless of course I am not having fun. It certainly happens. Some flaw in the way I've set things up, the players not liking what I'm dishing out definitely occurs from time to time. My approach to the next attempt remains pretty much the same, focus on the players fun as mine is just going to come naturally if [mostly] everything lands.
With a single player and GM situation, this is easier to accomplish. If you really get that one person and they get you, the rest is a piece of cake. You know that if you two are generally on the same page, things will move a lot more smoothly. That said, One-on-One games do come with their own challenges. The most notable of which is that, depending on how you prep and execute your games, it can be a lot of work for the Gamemaster. You aren't just the NPCs, the World, and the arbitrator of the rules...you're Everything and Everybody.
Normally there would be other Player Character's interacting with what is now the singular 'main character' and that doesn't just mean banter and conversation. The lone PC only has certain skills and abilities and if you want them to be able to go on traditional adventures, they are going to need a team to go with them. The GM is no longer just the NPCs the Party meets, the GM is the Party! And those they meet. And everything else a GM always is.
Not going to lie, that can be alot, even for someone like me who thrives on that kind of thing. Is it worth it? I believe it is. I believe it SOOO is. Seriously, some of my best games have been One-on-One and here's the twist; I've had a number of One-on-One campaigns turn into regular ones. With David Concepcion's Star Trek: Renown campaign, people would overhear us playing, if not straight up listen in, and ask if they could join. A few of my Winghorn Guard/Aerth/D&D-But-Not games went this way as well.
All in all, I think its a wonderful endeavor but you've got to prepare yourself. It can be tricky and it can wear you out but based on my own experiences, One-on-One games can really be great fun.
Barking Alien
Saturday, December 20, 2025
31 Questions For Barking Alien - Phase II - Question 12
I've never liked the Pass/Fail die mechanic. Sure, there was a time when that's all there was but one of the earliest houserules I can recall making was related to the idea of degrees of success and failure.
It was in 1982 or 83 when I started adding a little more to the results of the percentile Skill Rolls of FASA's Star Trek RPG. If a PC had a 54% chance of determining what that strange signal was that the ship just detected and she rolled a 57, I would her a little something.
57 is damn close to 54 considering the 1-100 range of possible outcomes. As such, I [as GM] would say she failed to figure out what the signal was all about but it's seems to be coming from the fourth planet in the Star system.
If you needed a 54 and got a 94, I would say you not only know it's short and repeating like an SOS but the signal seems to be getting weaker! If an 01 is a Critical Success and a 100 is a Critical Failure, then an 02 or a 99 has gotta mean something! Right?
Another thing I did in some games with traditional binary results was give the rolls a little garnish depending on how the player approached the situation. If the Fighter says, "I swing my sword", and misses on the To-Hit Roll, then all that happens is he misses.
On the other hand, If he describes the twist he does to strike his enemy and misses, well, I might have the NPC unnerved (-1 to its next attack on the PC) or the PC landed in an advantageous position at least.
I still do stuff like this from time to time, happy to embellish the PC's action if the Player put in the effort to make an entertaining moment. I will also add a +1 (or the equivalent) to a PC's chance of Success if the action as described by the player was particularly well thought out or clever. Perhaps throw in a +1 to damage if they figured out an effective way to trap their opponent or gain some other tactical advantage.
Sorry, I'm getting a bit off topic. The point of all this is I want the players' ideas to have impact on the rolls they make. I want to see creativity and variation what happens as a result of that choice. Sometimes a roll is just a roll but I think its awesome to have the possibility of 'it's a failure but something positive happened' or 'you succeeded but something went wrong'.
I really like the idea of a player saying, "I manage to grab the rope around the crate before the crate falls off the deck of the ship BUT just barely and Great Scott! is this thing heavy! A little help over here?!".
I remember a conversation years ago at GenCon with Bill Smith, then line editor for West End Games' Star Wars D6. He explained the 'Drama Die' or 'Force Die' as we always called it as follows:
You have to jump a chasm. It's Difficulty Number is 15. You need a 15 or better to clear it.
You fail and roll a 1 on the Force Die.
You fail and the Force Die is nothing special.
You fall.
You fail but get a 6 on the Force Die.
You fall but land on an outcropping not far below. You're hurt but alive.
You succeed with a 1 on the Force Die.
You are barely holding on to the opposite side ledge by the tips of your fingers.
You succeed and the Force Die is nothing special.
You land safely on the other side.
You succeed with a 6 on the Force Die.
You leap high and land solid. You are able to turn quickly and help up your friend hanging by their fingertips.
Succeed with Cost.
Fail with Promise.
Make things interesting.
AD
Barking Alien
Friday, December 19, 2025
31 Questions For Barking Alien - Phase II - Question 11
It's Lights, Camera, Action time with my friend Nick's box office blockbuster of a question...or is an award winning documentary?
Question #11...
What are your thoughts on cinematic gameplay and design vs. simulationist gameplay and design?
I'm going to preface my full answer with a bit of a teaser trailer...all my games are Cinematic games. They all feature Cinematic Gameplay.
I can't help it. It's baked into the reason I got interested in TRPGs in the first place. At the age of 8 it wasn't my vast knowledge of Sword & Sorcery literature that got me to excited to play as a hero going on adventures and fighting terrible monsters. It was Movies, Television, Animation, and Comic Books. I was raised on The Muppet Show, The Marx Brothers, Mel Brooks, Looney Tunes, Disney films, Star Trek, Star Wars, Superman, The Legion of Superheroes, and a host of other entertainment media that taught me the essentials of Gamemastering; no not rules knowledge silly, the important stuff!
Comedic and dramatic timing, building a scene, cool locations and backdrops, camera angles, sound effects, voice acting, improvisation, and everything that makes a given moment or series of moments in a game exciting and memorable.
With that out of the way...
On the other hand, if I were trying to emulate Wild West movies and TV shows, I would go with a Cinematic system. Something that keeps the feel of the 'Old West' but allows for more dramatic battles and crazy stunts.
If I were making a 'Bonanza RPG', I would go Cinematic but search for one the specifically modeled the tropes and cliché story beats we saw in that series.
Near future, realistic Science Fiction like the upcoming Pioneer RPG isn't a rollicking Space Opera like Stars Without Number. Nor is Stars Without Number the same sort of rollicking Space Opera the same as Star Trek Adventures. Each of these is its own animal and I am looking for the RPG whose gameplay matches the substance and style of that distinctive and unique animal.
Tuesday, December 16, 2025
31 Questions For Barking Alien - Phase II - Question 10
Its 1974. Everyone is Kung-Fu Fighting. Everyone! Especially Kelvin Green, largely thanks to Question #10.
Sunday, December 14, 2025
31 Questions For Barking Alien - Phase II - Question 9
31 Questions For Barking Alien - Phase II - Question 8
Saturday, December 13, 2025
31 Questions For Barking Alien - Phase II - Question 7
31 Questions For Barking Alien - Phase II - Question 6
What is/are the coolest thing(s) you've ever designed for a game you were running that your players ignored or just totally missed? I know that on good days, my players tend to hit most of the "cool" stuff I've planned out, but in my current group, my people are missing things left and right, and I have to resist the urge to semi-railroad them around just to please myself.
While many of my RPG settings have mysteries that remain unsolved or even undiscovered by any PC, I don't think that's what you're referring to. I'm assuming [and please correct me if I'm wrong] you mean something I've placed in a particular room in a 'dungeon' and the players/PCs simply skipped going to that room for whatever reason.
That is highly unlikely to happen in my games. Nigh-impossible actually.
The various rooms and other locations you see would be numbered and as the Gamemaster you'd have corresponding notes as to what is in each room. One such area contains your Cool Original CreationTM. If the PCs enter that room they will encounter it. If they walk right past it, oh well.
This concept has always baffled me. This and there being so many rooms with essentially nothing in them really turned me off to using pre-made adventures after a while. Sure you can provide setting color and atmosphere by filling chambers with old bones and decrepit furniture made of rotten wood but it gets old fast.
The PCs enter by going down the staircase in the Northwest/Upper Left-hand corner. Sound familiar? Here's where things change...If the PCs had been discussing this dungeon at the local tavern and expect it to be well defended, ladden with traps, etc., then I will absolutely place a trap on that staircase. If the group included a Rogue/Thief or hired one even more so.
If on the other hand the PCs spoke to a reliable contact who told them the dungeon's reputation has been exaggerated. "It has been ages since the traps of that ancient place fully functioned. It would not be the home to so many monsters were they tripping over traps every few feet", says the wise old Dwarf. Of course, this is a hint that there will be a lot of encounters with beings and beasts.
Sunday, December 7, 2025
31 Questions For Barking Alien - Phase II - Question 5
31 Questions For Barking Alien - Phase II - Question 4
Wednesday, December 3, 2025
31 Questions For Barking Alien - Phase II - Question 3
Do you ever attend (gaming) conventions out in your neck of the woods, and if so, which ones?
Tuesday, December 2, 2025
31 Questions For Barking Alien - Phase II - Question 2
In your Star Wars games, do you follow Legends or Disney's timeline? Or do you disregard both to to make your own? What are your feelings about the prequels and the sequels?
And finally, maybe worth splitting into a second question, do you have any favorite "obscure" Star Wars work, besides Visions?










