Wednesday, August 15, 2018

RPGaDay Challenge 2018 - Day 15

For my next trick...




A 'tricky' RPG experience?

There are a lot of ways this question can be interpreted...and perhaps that's part of the point of the question. 

What's tricky? By whose standards? 

I once ran a time travel game backwards, from climax to introduction. I've run Land of Og, wherein the PCs can only speak the two or three words they know with no guarantee their follows part members understand those same words. I've GM and co-GMed 24 hour long sessions with groups of a dozen or more players...

But I don't think that's what they're getting at here. No, I think that this year the questions try to go deeper and I for one applaud that. Therefore, in the interest of a deeper meaning, here is a tricky RPG experience that I enjoyed that focused on the RP part, and was tricky...

On the request and recommendation of a friend, I played in a one-shot he was running of a game called Steal Away Jordan.

For those unfamiliar with the game, it is a 47 page, rules-lite, indie RPG written by Julia Bond Ellingboe. It covers the subject of slavery in no uncertain terms, yet also has supernatural elements to it. As is noted in the game's subtitle, it enables one to tell 'Stories from America's Peculiar Institution'. 

In addition to asking me to play in this session of the game he'd wanted to run, he asked me to help him a bit with the particulars of world-building and tone. He had been reading the works of Octavia Butler, Toni Morrison, and others and knew what he wanted but not exactly how to pull it off. I was deeply moved that he thought I could help.

We spent an afternoon lunch at Harlem's famous Melba's restaurant going over how to make the session work. He had something to say, in a social political sense that is, but also wanted to tell a cool story and let the players play their characters, not some pre-scripted sermon that were his words alone. I remember saying what I say to myself when I want to run a game like this...

"Ask the questions you want to ask. Say what you want or need to say. Just don't give or expect your own answers."

The game itself told the tale of a post-Civil War freed African slave, a male from Tennessee who had traveled North just a few months after the end of the conflict. He was a cook, a chef, and a very talented one. A small but booming town had offered to hire him to feed miners and railroad workers. 

One his way he is visited by a ghost or spirit claiming he left something behind and pestering him to return. He refused, angry with himself for letting his fears over his new life create this hallucination. 

He eventually finds a home in the town, with friends, a girlfriend, and the respect of at least some of the townsfolk. He also experiences prejudice and hate, the continued haunting of his past, and becomes aware of a conspiracy in which the owner of the largest mine has falsified how well the mine is doing so he doesn't have to pay his workers or the government its due taxes. 

The former slave gets a weekend and a day off because his boss has a family tragedy - his nephew, a miner, has died in a tunnel collapse. A local gambler and conman, one of the man's 'friends' reveals to the chef that the accident was no accident. The slave turned chef takes the opportunity to head home and visit what remains of his family.

He finds them poor, almost destitute, struggling to survive. They do not ask for his help or for handouts, they aren't mad he left. They are happy he 'made it out'. He speaks with his Gran (the old woman who used to take care of him, not a blood relative) and tells he about the ghost. She says it is the spirit of a man who used to teach him and play with him when he was very young. It was this man who first taught him to cook. It was this man who made sure the opportunity to leave went to the former slave turned chef. The man had saved his life in many ways.

He was now a Guardian Spirit of sorts, watching over the young man. The chef was confused, we wasn't in danger any more. What did he need to be guarded from?

Gran said, "Boy, you are always in danger. Every last one of us are and will be for generations. But boy if you feel safe, if you feel good, I am happy. We all are. Maybe he isn't there to guard you, huh? Maybe he is telling you to guard someone else? Something else?"

The former slave remembered the ghost saying he had left something behind. He found, in the old shed he once lived in an old book. The first and only one he'd ever read. It had recipes. It was how he learned to cook. In it, folded against the back cover a very strange and special desert. 

Returning North he convinced his boss to invite the town's most important folks to a grand meal to try out his new recipe. Reluctantly at first his boss agreed and a special dinner party was arranged. There would be entertainment, music, and of course great food. The mayor, the sheriff, and yes the mine owner would be there.

The appetizers were enticing and delectable. The entrees delicious. Everyone was in such a good mood. Almost unnaturally happy and joyful. The chef's boss thanked him profusely because the meal had alleviated some of his sorrows over the death of his nephew. The chef hugged the boss, who had been like a father to him. And then...desert.

Upon tasting the desert many of the attendees wept openly. Tasty beyond anything anyone could dream. Through laughter, eating, and tears of joy, the mining company owner blurted out how he had cheated everyone, cheated the government, and murdered the boss's nephew and several others as they had discovered his scheming. He couldn't stop confessing, even as the boss went for his gun in the other room and the sheriff stood up to arrest the mine owner. Finally, the mining owner shoved more the desert into his mouth, and more, and more, anything to stop himself from talking. 

In moments he lay dead, having choked on his own greed, with the ghost of the chef's past - or was it an angel, or death itself - invisibly lifting the mining owner's spirit from it's body and then down a long, dark road into darkness, smoke, and fire. 

There was a bit more, but you get the gist. The chef made sure to return home from time to time, and always sent money back as well as food. Eventually he would become modestly successful, opening two restaurants of his own, marrying his love, and helping others as he had been helped. 

For the record, the GM was Black, 39 years old, as were half the other other PCs. The remainder were a mix of White and Latino players, all ages 28-39. There were two female players, the rest were male.

I played the Former Slave turn Chef on request of the GM. I am not Black, The GM was and he told me he wanted, needed, me to do it. He need to confuse expectations, maintain a certain level of distance. I am so glad he did. It was unlike any role I'd ever played and unlike any game experience I'd been part of. 

Looking forward to the next question.

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Barking Alien





Tuesday, August 14, 2018

RPGaDay Challenge 2018 - Day 14

Er...this is...tough...




I honestly can not think of one. 

Failure isn't amazing. Failure sucks. Failure is what I strive to avoid and work to prevent next time. 

I am a bit of a perfectionist, with a low self esteem issue. This means failure eats away at me until I do something about it. I can't view a failure as anything but a flaw to be corrected. 

I've certainly had moments in games where a botched roll has lead to hilarious results or a misunderstanding about what was going on in our story game us a fantastic moment when it finally dawned on us what was actually happening but nothing comes to mind right now as an amazing failure.

Sorry but that's the best I can do with this one.

I hope I at least gave you some insight into my thought patterns. 

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Barking Alien





Monday, August 13, 2018

RPGaDay Challenge 2018 - Day 13

Interesting...





My play style, or at the very least my outlook on what RPGs are all about, started very differently from that of most of my contemporaries (people who started gaming in the late 70s). 

I've told my 'origin story' before so I won't go over it again here. Instead I will say that when I started in the hobby, the focus of my games as both a player and GM was on story and characters first, cool action scenes in interesting environments second, and rules third. 

As I played with more diverse groups of people I sadly learned that they weren't that diverse at all. The gaming world outside my own circles seemed to largely shame an outlook quite the opposite of my own. These other groups focused more on the rules, and more on the simplistic dynamic of kill, acquire, move on to the next less. Other gamers appeared focused less on the PCs, a plot, world-building, or the general cinematic flair my players and I had grown accustomed to. 

I decided at some point that when I was the Gamemaster and in charge of the campaign - which turned out to be the case more often than not - I would be a player's GM in addition to maintaining my own interests. I would keep the PCs the focus of the campaign and its story, with the various plots elements leading back and/or somehow connected to the player characters.

This worked very well for a very long time and I became quite popular within a wide number of groups. I also took flack from Old School Gamer acquaintances who saw me as soft, fudging the dice too often, and too 'free wheeling' (yes, that was an actual criticism I received). Mind you, all of these negative comments came from gamers who had observed my games or heard about them second hard. I never heard such complaints from anyone actually in my games. 

Now, years and years later, I have evolved into a state I am not completely satisfied with. I feel as if I have actually been in a state over the last several years in which the slights of the past ring true. I am too easy on the PCs in my games. Because the player characters and the story are paramount, I don't want arbitrary death or players disheartened by it. In the past I maintained a philosophy of making the players pay for their successes. Be creative, smart, and not boring or cowardly and you will likely survive. Now I think I just go too easy on them. 

How has my play evolved? I'm not certain it hasn't devolved a bit. 

Something I need to bare in mind.

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Barking Alien





Saturday, August 11, 2018

RPGaDay Challenge 2018 - 11 & 12

Hmmm.



and



Define 'Wild'.

Are we using wild to mean unusual, fun, and exciting or outlandish, crazy, and out of control?

If it's the latter, I don't really have anything. Such names and concepts probably wouldn't appear in one of my games.

Yes, I admit it, I am a bit of a 'Name Snob'. I can't help it. As soon as someone says, "So that's when my character, Conan McFighty, lept to the bridge...", I have already written off your character, the game you're in, your GM, and possibly all of your friends, family, and pets. 

Likewise, as far as character concepts go, if you are playing Star Trek and you want to be a Psionic Half-Klingon, Half-Vulcan liberated Borg, you can leave my table, my house, and never return to darken my doorstep again. No hard feelings. It's just clear to me you don't understand why we play Star Trek...or perhaps even what Star Trek is about.  

Do I still have to say immersion is important to me? I don't think I do. As a GM and occasional player I try to immerse myself in what my fellow GMs are running and in the effort my players are making to fit into my game. If you call your Superhero character Super Fire Guy, or Joe because that's the real name you came up with, or don't give him a name at all, dude you take me right out of it. I can easily suspend my disbelief but give me something that fits the suspension. That is, make the name and character concept fit the world. 

If the world is gonzo and wacky then I guess your paladin named Boo Boo is fine, but know that I now believe your world to be one of silliness. It's a comedy as far as I'm concerned. Please don't get too deep or bloody as it will through me off. If the gal on my left is Boo Boo the Paladin, this is clearly a humorous, possibly cartoon-themed setting. No? Then please explain...

Now, it's not that we haven't had odd character names and strange PC concepts. It's just that I don't think of them as wild. They may seem wild to you, but to me they would be best described as 'atypical'. In nearly every case however, they fit the genre and setting in which they appear. 

Here are just a few:

[Sadly, some of the best names and character concepts I've ever seen have come from my friends Allen Halden, Pete Hernandez, and Martin King, three dear gentlemen who are sadly no longer with us. I miss them. This was not intended as a memorial post but if it seen as one so be it.]

IM-MA-N2 (Martin K.) - Star Wars D6 - A droid built by PC Smuggler En Fochs (pronounced Ian Fox) and his NPC mentor Tiree Palmight to assist Fochs in his efforts to get supplies past Imperial blockades. 

Made from Astromech and Maintenance Droid parts, IM-MA-N2, nicknamed MAN-2, had a hidden priority-one program to 'continually improve yourself to better help En Fochs fight the Galactic Empire'. Tiree had placed this directive in MAN-2 without Fochs' knowledge as Palmight was certain his own rebel activities and ties were going to get him caught sooner or later. It turned out to be true and Tiree was captured by the Imperials while Fochs and MAN-2 escaped.

Over time, MAN-2 improved his programming and skills and even replaced physical components in order to fulfill his 'mission'. He started out looking like an odd mix of an R2 unit and a Treadwell Droid and ended up humanoid with an armored body and the CPU of a Bounty Hunter/Assassin Droid. MAN-2 went from helpful and cheerful with perhaps a bit of a conspiratorial undertone to a hard edged, determined combatant sworn to protect the team with his...er, its...um...life?  

Ipperius 'Ip' Witspear (Pete H.) - Homebrewed Variant D&D - Elven Wizard/Thief belonging to the now virtually extinct Pale Elves of Eldrindel. A con artist magician who mostly utilizes subtle spells and fast talk to fool people into thinking he is merely a charlatan or an entertainer. After many years of adventuring he opened a shop which buys, sells, and trades magic items and material components known as Witspear's Wondrous Wizardy Emporium.

Ip has a Manservant/Assistant/Employee/Bodyguard called Gronk. Gronk is not his name, that's just want Ip calls him as he can't remember his real name and has never bothered to learn to speak Troll properly.

You see, the world/setting is generally quite serious but Ipperius himself plays the fool so folks will underestimate him. He may seem a tad silly but there is a reason. 

Lt. Commander Green Shine Wandering Wave Miragh (Allen H.) - Star Trek, Last Unicorn Games - A Xelatian Science Officer and First Officer of the U.S.S. Thunder Bay, a Loknar Class Frigate in the Star Trek Original Series Movie era. In addition to his peculiar name (though he is addressed as Lt. Commander Miragh by the captain and crew), he is a primarily aquatic, squid-like being supported by an anti-gravity harness when out of water. Allen did an amazing job of utilizing his non-Humanoid anatomy, as well as developing his open, gregarious personality and welcoming culture. 

Lt. He Who Glistens In The Autumn Twilight Under The Third and Seventh Moons (Again Allen H.) - Galaxy Quest Homebrew - The second in command of the NSEA Galient, He Who Glistens in The Autumn Twilight Under The Third and Seventh Moons is a Humanoid insect being who, it is implied, is the first of his species to serve on an NSEA vessel. He possesses several special abilities based on his alien physique. The lieutenant's talents included clinging to various surfaces, communicating with other insectoid lifeforms, flying/hovering short distances (though he must remove his uniform to use this), and the ability to sense vibrations in the air with his antenna. 

There are others, in fact too many to put into any one post. If one checks back through my previous posts, I'm sure you'll find other characters as weird and bizarrely named as these. Perhaps more. 

That's enough for this question. Onward...

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Barking Alien





Friday, August 10, 2018

RPGaDay Challenge 2018 - Day 10

From deep to profound...




I don't know how to answer this question.

It's like asking a bird how flying has changed its life. 

Hey, do remember Play Doh?




Imagine you have a small container of Play Doh. Had it since you were a kid. You've loved it ever since you first played with it and kept this one container. Let's say - just bare with me - that you've somehow managed to keep it soft and pliable all this time. Yeah, you just love this stuff.

This Play Doh is green. It's your favorite color and that's another reason you've kept it so long. The container you keep it in, well it's weird, but it has a blue top. You don't know why it has a blue top, don't recall if it was a factory error, or you lost the original green top, but it's blue and it's been blue since as long as you can remember. 

One day someone - someone other than you - asks why it has that blue top. 

You start to think about it and I mean really put your mind to it. It's been blue forever. As long as you can remember, right? As long as you've had this...this...green Play Doh. 

Then it hits you. The Play Doh you have, the green Play Doh that you've played with for what feels like your entire life, that you love looking at on account of it being your favorite color...it was blue. It started out blue. At some point some yellow must've been added. You sort of remember that. On the edge of your recollections you recall squeezing some yellow Play Doh to make it green but for the life of you...you can't seem to remember the Play Doh being blue to start with. You can't visualize it. 

You remember now that it started blue but in your mind's eye it was always green. 

I've been playing tabletop, dice, pen, and paper RPGs since I was 8 years old. I am now 49. That means I've been gaming for four fifths of my life.

It's not a question of how it changed me. Changed who? Who was I before I was a gamer? I was 8. It may have molded me, taught me, provided me with an outlet, a means of making friends, but the only way I would know how it changed me would be to visit some parallel Earth where I never played. 

Gaming didn't change me. Gaming is who I am.

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Barking Alien