Saturday, June 11, 2022

Adventures in the Wondrous City of Cathlarian

 So, sometime before Christmas, my son asked me to run a D&D game for him. I've been mostly running narrative focused games lately. A lot of Forged in the Dark, Apocalypse World, with 2d20 games like Star Trek Adventures and Dune, and (of course) Vampire 5e. So this was something of a departure for me.

I told him that I'd do it, but I just wanted to jot down a few notes first. Since then, those notes have grown to a sizeable document, describing a city of adventure, filled with many possible starting points for campaigns.

Enjoy. And feel free to share.

Wednesday, March 03, 2021

Handling Disbelief at the Table

OK. Let’s face it. Roleplaying is an imperfect art form. We’re all improvising. And we all make snap decisions that end up being mistakes. We break continuity. We lose track of a character’s voice or personality. And yet we keep playing. We willingly ignore the imperfections and suspend disbelief because roleplaying lets us become part of the story in ways passive entertainment, like TVs, movies, or books, just can’t.

But, what happens when you’re playing, and something happens that breaks you out of the story. Say the GM describes the world in a way that just doesn’t make sense? Or an NPC acts in a way that doesn’t seem believable? How do you keep yourself engaged with the story, if you’re having trouble suspending disbelief?


NOTE: I’m not talking about offensive or inappropriate behavior here. That’s a totally different issue, which others have covered much more thoroughly than I ever could. Instead, I’m just talking about cases where plot holes, technical inaccuracies, or an unexpected change in tone drops you out of the story. No one is harmed by the incident. It just makes it hard to engage with and enjoy the story.


For the GM, I think this is easier. When a player does something…um…let’s say “unexpected,” you can start by repeating the action back to them:


“So—after breaking down the front door and murdering her husband—you’re going to try and sweet talk the ogre into just forgetting the whole incident?”


Most players will rethink the action. But, if they persist, then you have the narrative control to at least have the rest of the world respond appropriately. 


“Yeah, you only get two syllables out before she howls in rage, picks up the massive, oak table and throws it at your head.”


Unfortunately, for player’s it’s not so easy. I’m actually not sure there are any great solutions—there’s definitely no silver bullet that will work in every situation. But here are some points to consider.


Suck It Up, Buttercup


First option, you can just ignore it. This may be best when it’s a minor, unimportant issue, especially if you trust the GM. Just let them take the story wherever they are going, and trust that they will make the journey as enjoyable as possible for everyone.


However, don’t let this become a habit. You shouldn’t always have to suppress your feelings. Especially if it’s something that’s going to keep bothering you—and potentially prevent you from enjoying other scenes. So, if you feel like you’re constantly shoving your inner critic into a locker—maybe it’s time for a different approach.


Ask Questions


GMs legitimately make mistakes. We forget important details. We make the wrong call. And, it’s easiest to fix those mistakes when they’re called out in a timely manner. So sometimes a quick question or two can help get things back on track. While I can’t speak for all GMs, I appreciate it when the players call out potential mistakes.


Diplomatically, I think this works best when the player’s concerns are worded as questions. 


“Would Ivarel the Elf really be so cheerful? The orc army just devoured their home town?”


This gives the GM space to sit back, think about the issue, and then respond. It’s quick. It lets everyone address the issue, and move on with a minimum amount of fuss.


However, it’s important to realize that the GM may not agree with you. Maybe they know something you don’t. Or maybe they just feel that the description/behavior/whatever is not a significant issue. Regardless, it’s best to be prepared to go along with whatever they decide. Nobody wants to get into a long, drawn-out debate at the table. 


Address the Issue In Character


One of my favorite approach is to address the concern in character. If the player feels something is off—maybe the character does as well. And the player is free to have their character comment on or act on the issue inside the game world.


“Thadimere, you know strategy. I don’t understand Baron Muhuhaha’s end game here? Surely he knows we’d suspect he was behind the brigand attack on Stormhaven. Can’t we just go to the court with the evidence we already have?”


This is great, because it signals to the GM that this issue is important to the player without breaking the flow of the game. Ideally, it gives the GM an opportunity to fill in details or add twists or complications that help alleviate the player’s concerns.


Look, bottom line, as a GM if I say something and no one comments on it, I’m going to assume it’s not particularly important and just move on. On the other hand, if the player engages with something, even if it was just an offhand comment on my part, I’ll put in the additional time and effort needed to flesh it out. So if you want the bad guy to have more complex motivations—then investigate his motivations. I’ll be more than happy to flesh out the details in response.


Of course, it’s not always possible to smooth over an issue. Sometimes, you need to rewind and fix it. And in those cases, just asking a question may be faster and easier. Also, you need to be careful with how you use this technique. There’s a fine line between engaging with questions you have about the story, and being passive aggressive. 


Throw Down, and Take No Prisoners!


“No way, man! Prince Bedroomeyes would never agree to give the Underburow to the Salvaheim Goblins, just to open a trade route for red iron. I mean, come on!”


Yeah…don’t do this. 


Look. GMs are people too. We’re less likely to respond constructively if we feel like we’re under attack. And again, I can’t speak for all GMs, but I try really hard to respect each player’s authority over their character. I also try to give the players considerable narrative control over the story as a whole. I just ask that you respect my role as well. The NPCs are mine to play. You don’t get to effin’ tell me what they would or wouldn’t do!


I’m not saying the criticism isn’t valid. I’m just saying that I literally can’t come up with a situation where this approach is better than the others. Just don’t.


Discuss the Issues


Social interactions can be hard. All of us get it wrong sometimes. So, sometimes it’s best to take a step back and just talk things out. If possible, you should do this outside the game, to minimize the disruption. 


This is particularly important when problems keep occurring, or if they are severe enough that they begin to affect people’s ability to enjoy the game. After all, this is a hobby. It’s supposed to be fun, not work.


But, just because you sit down to hash things out, doesn’t mean you’ll solve the issues. Maybe the GM’s play style is just too different from your own. Maybe you just want different things out of the game. That’s OK. 


Sometimes the best thing to do is just walk away. There’s always a different group or different game.

Sunday, February 28, 2021

D20 Curious

Over the last few decades, my taste in TTRPGs have shifted heavily to more narrative games. Recently, I’ve been playing Fate Accelerated, Forged in the Dark, and similar games. The more cinematic versions of Modiphius’s 2d20 system, with it’s well-balanced Threat/Momentum economy hit a sweet spot for me, balancing narrative-focused play with just the right amount of crunch. I’ve been enjoying the heck out of Vampire 5e and Scion 2e (though it often feels like Scion has a bit too much going on—and gameplay may be better if the rules were better streamlined). 

However, having cut my teeth on the Dungeons & Dragons Basic Set, and then eagerly purchasing all the AD&D books as soon as they come out, I think I’ll always be a bit D20 curious. And lately I’ve been thinking a lot about both D&D 5e and Pathfinder 2e.

The first problem is picking the “best” d20 flavor. Both have elements that I really love, and things that I find a bit off putting. For example, D&D’s Advantage/Disadvantage rules are brilliant. On the downside, it often feels like characters don’t really get any personality until they get their class specialty—which makes first-level characters feel really flat.

For Pathfinder, I love the elegance of their 3-action-per-turn rules. I also feel like the rules work like an intricate, well-crafted machine. Each individual rule makes sense, and everything works together very smoothly. The downside is, there are just so many damned rules! Maybe too many damned rules.

One of the things I love, regardless of the game system, is the ability to make interesting characters. Not necessary tactically optimal characters—but characters that have a unique flavor, and that would be fun to roleplay. For d20 games, this usually means I prefer systems that give me a lot of options. And while Tasha’s Cauldron of Everything added some very exciting bits to 5e—with the recent one-two punch of the Advanced Player’s Guide and the Lost Omen’s Ancestry Guide, I feel like Pathfinder has taken the lead. However, for some reason, Pathfinder has chosen to make most of these options generally unavailable in organized play. Which seems totally illogical? Is my orc witch, ratfolk swashbuckler, or sprite sorcerer really going to break the game?

And when it comes to organized play, both the Adventurer’s League and Pathfinder Society make it easy to find games. However, these games seem to be optimized towards serious players. I wish they had more options for people who just want to casually dip in now and then. 

I don’t have time to run through a full zero-to-hero arc. Even if I did, I’d prefer to do that within the context of a campaign, where the same set of characters work through a set of related story arcs. Also, while I generally prefer to run games than to play games, I have no interest in running premade scenarios. So that’s right out.

Also, I absolutely hate all the bookkeeping rules. I wish they also provided simpler, character generation rules for people who just want to pop into a game. Want to make a 6th level halfling barbarian. Cool. Jus make sure it follows a relatively simple set of guidelines, and you’re good to go.

So, maybe organized play just isn’t for me. That means I keep toying with the idea of starting up my own d20 game. Of course, it would be set in my own world. And it would be very narrative and roleplaying heavy. Preferably we’d do away with the 5-foot squares, and just handle all the combat as theater of the mind. Or possibly steal the zone-based combat from 13th age. Ironically, when I mention the idea to my regular players, I seem to get very little interest. While most of them are fans of both 5e and Pathfinder, it seems that they’d rather I just stay in my narrative-game lane, rather than try to cross these streams.

Friday, June 13, 2014

Gen Con

I've just submitted four Fate Core games for Gen Con:

City of Shadows is a Quirky, dark urban fantasy. The characters range from an animated stuffed teddy bear with pistols and a bad attitude, to a student of drunken sorcery. More information can be found here.

Rescuing Dr. Dinosaur is an Atomic Robo game. Behold the power of crystals! Your pathetic mammalian brains cannot possibly understand the inner workings of Dr. Dinosaur's "Time Vortex." But, when something goes wrong, you may be his (and the worlds) last chance.

A Quiet Extraction is a Mindjammer game. You must infiltrate a paranoid, computer-aged world and extract a mass murderer hiding there, while avoiding attention of both the xenophobic government and the Venu agents operating there.

The Tome of Tjar Viscal is a D&Dish high fantasy adventure for Fate Core. You have been hired by a scribe to enter the ruins of a once great city and find the last known copy of a famous book. I'm tentatively planning on letting players create custom characters by selecting index cards: A race card, an occupation card, and one or more Stunt cards.

I'll post more when/if they get approved.




Thursday, October 07, 2010

Neuroshima Hex Review (iPhone Version)

Neuroshima Hex is a great little board game. It's easy to learn. Quick to setup, quick to play. With my group of friends, we could often get 3 to 5 games in a single setting.

Needless to say, as a big iOS geek, I was excited to see Neuroshima Hex come to the iPhone--especially since I haven't had a chance to play the actual board game in over two months.

Overall, it's an excellent game. If you like the board game, you'll like this. And even though there's only an iPhone version, it plays well on the iPad in x2 mode (maybe better than on the iPhone itself). But it's not perfect. I find rotating the pieces is a little too difficult. There's no "undo move" if you make a mistake (though you can exit back to the main menu and then resume the game, and if you haven't completed your turn, it will start your turn over).

My biggest complaint, however, is the AI. Don't get me wrong. I've had a blast playing against it. But I haven't lost a single game yet--even when I play the 4-player mode with all the AIs cranked all the way up. There have been a couple of close battles, but there have also been a lot of blow-away games where I just crush everyone.

Like many iOS versions of board games, this makes an excellent travel edition. It's cheaper than the real-world version, if you just want to give Neuroshima Hex a try. I just hope they bump up the AI in the next release (PS: NS Guys, call me if you want some help with that. I've got some ideas.).

-Rich-

Wednesday, September 29, 2010

Gaming in Houston

Hey all.

As you may or may not know, I have just moved to Houston, and I am itching to start gaming again. I've checked out some of the local gaming/comic stores (Nan's Games and Comics Too gets high marks for their collection of board and role-playing game. They even had Burning Wheel and Fate books on hand!). And I hope to check out the Rice gaming club, FASTWARP.

However, if anyone knows of any other good resources, please let me know. I haven't had a chance to do much gaming since Kai was born, and he just turned 3. That's something I need to fix.

-Rich-

Wednesday, May 05, 2010

New Fate 3.0 Games

This has been a very good week for fans of Fate 3.0 RPGs. And I'm a huge Fate fan.

Evil Hat Productions released the PDF versions of the Dresden Files RPG. For those who don't know, this game is based on Jim Butcher's best selling series. If you're at all interested in urban fantasy, you must read these books. Then buy the game.

The RPG comes in two volumes: Your Story and Our World. I've just started reading Volume 1, but I've already run into a reference to a caffeinomancer. Seriously, buy this game.

Next, Cubicle 7 Entertainment has released Legends of Anglerre. This basically brings the Starblazers treatment to fantasy. I haven't picked this one up yet (I have hundreds and hundreds of pages of Dresden to read first), but I definitely plan to.

It's interesting, one of my only complaints about the Fate system was the lack of any magic systems, and now we have two entries with strong magical components.

Life is good.

-Rich-

Location:Waialae Ave,Honolulu,United States

Adventures in the Wondrous City of Cathlarian

 So, sometime before Christmas, my son asked me to run a D&D game for him. I've been mostly running narrative focused games lately. ...