Monday, May 23, 2022

Side Quest

Recently I've been considering starting a new campaign to replace my Wednesday night one, albeit temporarily.

Our Traveller campaign is on hold as one of the three players has just become a parent and is realizing just how much time and energy it takes caring for a tiny human being. While he and his amazing wife do time...sorry...take the time to do the whole 'have a baby' thing, he suggested the rest of us do a fill-in game..

The problem is, there are only two other players not including myself as GM. I can certainly run for two players but that isn't my preference [at all]. Followers of the blog know that I am both accustomed to and have a love of larger groups. Three is pretty much bare minimum for me. I've run 1-on-1 and two person games, a few with great success, but those feel like special cases and were all in-person. Online, if there isn't at least three, I always feel like I could be doing something else (including prepping material for another game).

There is also the matter of what to run. This group, with one removed, is very methodical, cautious, and hesitant to engage in bold, cinematic action. I on the other hand really enjoy bold, cinematic action. Big fan. This begs the question: Do I run a game that forces them outside of their comfort zone or that caters to the style of play they default to? Also, do I get another player who compliments the group by matching their approach or someone who will shake up the status quo and give me some daring-do?

Finally and perhaps most importantly for me as GM: What [kind of] game works best for strategic, mindful players prone to being a tad overly leery of taking chances?

I posed this question to one of my Social Media groups and was surprised by the responses I received. OK, that's not entirely true. I was not especially 'surprised'. I get that most people think a little differently from me on gaming subjects. It was more that in this particular case, I know it wasn't me; it wasn't the way I worded it or some failure in communication as some people did get it and so the answers from those who didn't stood out even more. 

A large number of responses suggested a Game System. Not a type of game, a genre, or a setting but instead a way of addressing this situation mechanically. Furthermore, they were particularly interested in supplying me with games that rewarded strategic planning and combat options. The remedy for risk adverse players is a more dangerous game?

Maybe. These players are quite accustomed to or at least familiar with playing such games. Ya'know, an RPG heavy on tactics and specific abilities given for dealing with specific situations. Games in which the Referee, perhaps best called a 'Danger Master' (wink), is out to get the Player Characters by making everyone and everything they encounter a deadly enemy or fatal trap. Likewise it was the Players' job to see that their PCs outwitted the DM and survived the constant onslaught to become rich, powerful, and famous. At least that's what'll happen if dice probability randomly allows them to survive to that state. After all, that's where the 'fun' comes in, right? (Eye roll).

I have met dozens upon dozens of gamers over the last decade or so who grew up on these types of games, resulting in Players whose instinct is to cover their private parts before entering a room or talking to an NPC. Players feel the need to cross all their Ts and dot all their Is less their PCs get killed off unceremoniously.

Now, not all Player cross Ts and dot Is as quickly as others do and so this phase of the game can therefore stretch out the time it takes to engage with and complete a given task. This makes what should be the most exciting part of a game - having a battle, dealing with a trap, negotiating with a potential patron, ally, or adversary - take way too much game time, making it feel tedious, even boring, and pulling the drama, thrill, and energy out of the scenario. 

Sorry, ranting a bit as I go through my thoughts on the subject. Where was I? Oh yes...

I guess there is some validity to suggesting a rules system to solve the problem of what kind of game works best for a particular gaming group and their dynamic. I tend to think system is the least of our concerns. What the game is about, how it rewards or discourages certain actions/approaches over others, and how the setting deals with PC life, death, and combat is far more important to me when developing a campaign. Once all that is worked out I can always find or make some system to support it. In fact, it is easier to do it this way, as I can customize the mechanics to showcase the feel and atmosphere of the game once I determine exactly what that is. 

Anyway, I already have some ideas and maybe, just maybe, a solution to the third player issue. 

We'll talk again soon,

AD
Barking Alien








Sunday, May 15, 2022

New Horizons

A bold new chapter in one of my favorite Space Adventure franchises is about to begin...

Kenobi? Oh, right there's also Kenobi. I was thinking of...


Engage Quantum Drive and get some music for these elevators!


The third season of The Orville, entitled The Orville: New Horizons, begins on Thursday, June 2nd. In the United States it will air on the streaming service Hulu. There will be 11 episodes, two less than the previous season but each episode will be roughly 15 minutes longer. 

In addition, the make-up, sets, and effects - already incredibly impressive for television - looks  to have gotten a heck of a boost. A new bridge set, improved practical effects, new uniforms, and a brand new cast member! Ann Winters will be joining the crew as Ensign Charly Burke, the USS Orville's new Navigator.

Could I be more excited? Let me check...nope, I don't believe so. 

The first season was funny, fresh, and yet shimmered with the light of classic and Next Generation Star Trek. The characters were likeable, the stories and relationships engaging and clever, the ship designs were awesome, and I was definitely looking forward to the second season. 

Season 2 was almost a different beast. Everything except the humor was turned up to 11. The humor was actually turned down a bit, giving the series a more serious Science Fiction tone. The overarching plots running through the show over the two seasons really came to a head, some stories colliding with each other to create a new status quo. 

An incredible set up for season three!

And now, the future of the future is upon us. 




As you can see, no spoilers here. If you want to know what happened in the first two seasons you'll have to watch this fantastic show for yourselves. I highly recommend it. Besides, you'll need to prep for Season 3! What are you waiting for? 

Now, this is primarily an RPG blog and yes, I have a strong inclination to run an Orville RPG campaign. I should say an inclination to try again. I've tried three times in fact, with the last one being the most effective overall. I can only imagine that after this new season, I will be all the more jazzed to give it another go. 

I can't wait to post all my thoughts and ideas on the subject and I don't even know what they're going to be yet! I just know I was really inspired by the previous seasons and I can only imagine what MacFarlane and his team have instore for us next. Expect to see some posts on converting Modiphius's Star Trek Adventures to The Orville universe sometime this Summer. 

Once again, we need not fear the banana,

AD
Barking Alien




Saturday, May 7, 2022

Rest in Peace, George Perez

Upon leaving the movie theater after having seen Doctor Strange and The Multiverse of Madness (which I shall discuss in a future post). 

To all of George’s fans and friends,

    Constance here, with the update no one wants to read. George passed away yesterday, peacefully at home with his wife of 490 months and family by his side. He was not in pain and knew he was very, very loved.

      We are all very much grieving but, at the same time, we are so incredibly grateful for the joy he brought to our lives. To know George was to love him; and he loved back. Fiercely and with his whole heart. The world is a lot less vibrant today without him in it.

       He loved all of you. He loved hearing your posts and seeing the drawings you sent and the tributes you made. He was deeply proud to have brought so much joy to so many.

        Everyone knows George’s legacy as a creator. His art, characters and stories will be revered for years to come. But, as towering as that legacy is, it pales in comparison to the legacy of the man George was.  George’s true legacy is his kindness. It’s the love he had for bringing others joy - and I hope you all carry that with you always.

     Today is Free Comic Book Day. A day George absolutely loved and a fitting day to remember his contributions to comics and to our lives. I hope you’ll enjoy your day today with him in mind. He would have loved that.

       Please keep his wife Carol in your thoughts and again, I thank you for respecting her privacy. I remain available through the contact on the page.

        George's memorial service will take place at MEGACON Orlando at 6pm on Sunday, May 22nd. It will be open to all. Details to follow. 

       We will miss him always.


I've been unable, until now, to properly convey my thoughts on the passing of my favorite comic book artist of all time, the one and only George Perez.

George Perez was the first comic book artist whose name I actually knew. Prior to his illustrating 'The New Teen Titans' (1980-1984), I absolutely adored comic books but it never occurred to me to know who made them. This all changed when my local comic book store announced, sometime in 1982 I believe, that writer Marv Wolfman and artist George Perez, the creative team on one of my favorite comics at the time, would be attending a comic book convention in New York City in the fall. I immediately got tickets and went with my friend Joe Cangelosi to meet with the people who made our beloved Titans.

We managed to speak with George and Marv before their panel, for some time actually, asking them questions, sharing our own superhero ideas, and generally getting to know them as people. When we went into the panel, Joe and I sat in the third or fourth row and were recognized by Marv and George and called on several times. Afterwards, I bought this massive poster of the Teen Titans which Perez signed on the back. It was one of my most cherished items when I was younger.



It was because of George Perez that I decided to go to the High School of Art and Design and the School of Visual Arts. I wanted to be a comic book artist. I knew it was a real job as I had met a real person with that job and he was happy.

Fast forward 25 years to my time working for Wizard World Conventions and getting to meet George Perez again. I was introduced to George by one of my bosses and I relayed to him the story of our first meeting. He kindly told me he didn't remember the events I described but he also didn't remember what he'd had for breakfast that morning. "It isn't you", he said with a smile. The next morning I randomly passed him in a hallway; he smiled, pointed at me, and said, "ADAM!" with his eyes wide. I chuckled and replied, "Yes, thank you. And you're George!" He laughed and walked on. We would talk maybe one or two more times that weekend and each time it was warm, friendly, and casual.

Sometime later, perhaps a few months, we (Wizard) were trying to get guests for an upcoming show. We had a neat idea for a series of panels on how comics were made and when it came time to get a writer I suggested Marv Wolfman. "Marv won't do it", I was told. "He doesn't like us." I asked if I could at least try and was given the go ahead as long as we had a few back-up plans.

I called Marv, introduced myself and why I was contacting him, and said, "before you consider the proposal, can I tell you a story about meeting you and George Perez when I was 13?" I proceeded to tell him what I told you above, with a few more details regarding some humorous anecdotes that had occurred during that first encounter in 1982. I also mentioned seeing George a few months prior. Marv asked if I'd told George the story. I of course told him I had and how George had responded. "Heh. That sounds just like George. It's been a while since we've spoken and longer since I've seen him. I miss him." Marv ended up signing on to the event and as George was a guest as well, the two got to chat which was worth everything to me. That was almost 15 years ago.



Today I learned of George's death and the disappearance from this world of yet another of my heroes. Although I was not close with him, I got to know him for a time. I got to speak to him, listen to him, know he listened to me, and make him laugh. What more could you ask for in this life? He will live on in my heart and memories as he will in the hearts and memories of his family, friends, and many, many fans. Tonight I raise a glass to George Perez, who disproves the adage that you shouldn't meet your heroes.

Mine was awesome.

Rest in Peace.

AD
Barking Alien







Tuesday, May 3, 2022

State of Gaming Address - May 2022

April was pretty much a bust. Few posts, no epiphanies made or real insights given and no A-to-Z Challenge at all. I am lost in an RPG funk and I really shouldn't be. 

Sure I get frustrated now and again with the groups and games I'm playing in or running but overall the material has been good. Really good in fact. 

Inspired by the comments on my previous post, I thought it might be a good idea to assess where I am gaming wise by doing one of my 'State of Gaming' addresses. 

Here's what I am doing in the hobby...

Gamemastering:

Champions: UNITY



Run once a week by me, this campaign is based on 'The Age of Champions' campaign setting created by my good friend William Corpening and mentioned on this blog numerous times. I have run several games using this universe, each following a alternate history of what followed the end of my time as a player in the original campaign (and once following the actual end of the campaign past my own involvement). We have designated this incarnation Champions Earth-Alpha Delta-1A (see my breakdown on the known Earths of The Age of Champions).

There are three players in this campaign (originally four but one is currently taking a break from gaming for a while) and it's been really good. The characters are each quite different and their backgrounds and natures have been informing the types of plots and villains I've been generating. I also like that I get to explore new aspects of this setting that in some cases haven't been fully explored before.

Star Trek: Prosperity




Every Friday I'm not playing Hogwarts I am running a Star Trek Adventures campaign with the same four other people from the Wizarding World game as players. The campaign is set during the late 'Original Series' era (roughly 2268-2272 so far). We started the game using the Last Unicorn Games Star Trek RPG but we converted the campaign to Modiphius' Star Trek Adventures 2D20 System fairly early on. Presently we are on 'Season 6', having been playing this game for a little under 8 years. 

This has been a great campaign with some very challenging scenarios, interesting characters, real emotion, as well as some nifty exploration of Star Trek canon and lore.

Star Wars: Gray Territories




My latest campaign, run roughly twice a month, is a Star Wars D6/West End Games game with three friends whom I've known for almost 35 years. We played an epic Star Wars campaign back in my late college days called Tales from the Rim and now we're back at it like no time has passed. This is presently my pride and joy.

I've already started discussing and recapping it on the blog but for a quick overview - It's Awesome! The setting/universe is one we all love, the characters are quirky and fun, the narrative is simple so far but with a larger background mystery just beginning to unfold. Best of all (OMGrogu! THE BEST!) is that it moves quickly. Each session is about half as long as the sessions of my other games and yet some much happens! Love it. 

Honorable Mention: Traveller: Buried Treasures

For almost a year I was running a classic Traveller (with some MegaTraveller) campaign one a week but it's on hold for time being as one of the players has had a baby. Apparently infant Humans cannot fend for themselves and my friend Will and his wife will be occupied with this endeavor for sometime. Who knew?  

Playing:

Hogwarts: A Mystery




Run bi-weekly (every other Friday) by my friend Alex and using a rules-lite homebrew system originally inspired by Apocalypse World (but quite different), the campaign focuses on four Player Character students of House Ravenclaw. The game has been going fairly regularly for about five years now and the students are 'Fifth Years'.

This is the only game I am in as a player and I have to say, it's one of the best I've experienced overall in a very long time. I attribute this to Alex, who is not only an excellent GM but someone well-versed in the setting, lore, and capable of making it 'feel right'. I also really like my character, Francis 'Frank' Pellgrove, whom I would list among the greatest PCs I've ever run (and I did!).

This is where I am at TRPG-wise. All of these games are excellent. At the same time, they all have their flaws and imperfections (well...except for the Star Wars game. So far it's perfect.). 

I could go into the detailed workings of each campaign but I don't want right here and now. I may do articles addressing more general issues in the future though. 

Writing this post has done its job, giving me a clearer idea of what I want to talk about going forward. With renewed vigor and new ideas, I aim to get this 45th Anniversary Celebration back on track.

Thank you all for coming by and sticking with Barking Alien. I really do appreciate it.

Thank you.

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Barking Alien




Sunday, April 24, 2022

Melancholy Daydream

My unintentional and frankly unwanted hiatus from blogging continues.

In relation to my plans for my 45th Anniversary in the RPG Hobby, this blows. I am feeling really down and while I've run some great sessions within the last few months, my overall mindset is one of frustration and disappointment. 

There are several factors that contribute to this, though some are more difficult to define then others. An ongoing and general dissatisfaction prevails. My games (for the most part) are not particularly exciting, memorable, or special. My newly developed Star Wars aside that is; that one feels like the 'good ol' days' have returned. Thank The Force. 

I recently ran a Star Wars one-shot unrelated to the new campaign with some members of my regular Friday night group and while the players liked it (or said they did), I found it a let down. Right from the start, literally the first minute, one of the players interjected with what they 'didn't want the game to be about' and it took me not only by surprise but completely knocked the wind out of my sails. I hadn't planned to set up the kind of story the player didn't want but now it felt neutered, like that wasn't a possibility if at some point in the scenario someone wanted to go that way or if events happened to lean in that direction. 

It's like we're going out to a buffet restaurant and someone proclaims, 'The one thing we shouldn't have is sushi!'. OK, we said we were going to a buffet. Not sure why you're bringing up sushi. Then you go and in addition to steak, French fries, salad, chicken, and dozens of other options you also see sushi and it looks good. There is an unspoken feeling of not getting any though since one person put it in your head that that's not why we're there and putting some on your plate might upset them. 

That's a major problem with my Friday group. I often feel hamstrung on what I can do and not do because of one or two particular players and their very specific ideas of what things should be in the games we play. I have very specific view too but I tend to look at ideas with the mentality of 'how can I make this work within the parameters of this setting' instead of 'X does not work in the parameters of this setting. It just does not.". 

Also, don't open any game session with a 'don't do this', 'you can't do that', negative statement right off the bat. It sets a tone that sucks all the energy out of a thing right from the start. 

Anyway, I don't have much else to say. The second part of our Ghostbusters two-parter was OK, good but not as great as part one. Pacing issues that were mostly my own fault. 

Yeah. Nothing else interesting to report just now. 

Sigh.

Hoping your gaming is going well.

AD
Barking Alien