Friday, 11 August 2017

#RPGaDAY2017: Day 11 - Which 'dead game' would you like to see reborn?

I'm not sure exactly what's meant by 'dead game' here - I play (and have played) a lot of games that aren't (weren't) being actively published, because one of the joys of RPG's is that once you have the book it doesn't matter. You don't need OS support and patches to keep playing it. You just need some friends and some imagination.

I'm going to assume it is intended to mean something not currently being published, with no new supplements coming out.

And I'm going to talk about Cyberpunk. 

There's rumours that there will be a new table top RPG to accompany the Cyberpunk 2077 computer RPG, but I'm finding it hard to find anything out about it.

I adore ShadowRun - I love the mix of cyberpunk and fantasy themes. Husbit and other members of my usual group are less enamoured which means I'm not going to get to play with them (and haven't the time/energy to take up with another group, though I do know interested people). But Husbit does like the cyberpunk genre and has run Cyberpunk 2020 before, and other members of our group would like to play it.

Which brings us back to Cyberpunk 2077, because thanks to the rumours Husbit's said he won't run 2020 but will wait for 2077 instead.

So hurry up 2077. I'm loving the games I'm in, but I do miss me some sci-fi.


~~~
 
RPGaDAY was started by Dave Chapman and is currently curated by RPG Brigade. To join in yourself, follow the questions in the graphic and blog, vlog, tweet, or otherwise share your responses with the hashtag RPGaDAY2017.

Thursday, 10 August 2017

#RPGaDAY2017: Day 10 - What part or parts of a session do you look forward to the most?

The official question for today is "where do you go for RPG reviews", and I don't really go anywhere. It's unusual for me to be specifically looking for a review; more often I'm reading a review because someone who's blog I follow is writing a review. So, check out Mark Knight's RPG Knights, Sophie Lagace's The Reef, and Matt Bramley's No Games No Glory (although he hasn't blogged for a while - I must poke him). Otherwise, it's the same answer I gave on the 3rd: social media, especially G+, especially the G+ Tabletop Roleplaying Games community.

Which makes for too short and boring an answer for my taste, so I'm going to answer one of the alternate questions instead - it's the one on the list that most excited me and I think it's a shame it didn't make the main list: it encourages discussion over what makes us passionate about our hobby, the whole point of RPGaDAY.

So, what part or parts of a session do I look forward to the most?

There's two things I particularly enjoy: one isn't very roleplay'y, and the other is deeply so.

Firstly, I love puzzle-solving. It doesn't come up very often, but I enjoy it when it does. I have a cryptic crossword app on my phone, which Husbit knows is what's absorbing me if I ever go quiet. The bit of my brain that seeks puzzles is the same bit that's why I'm damn good at my job - it's why I even have the job, because we got to do aptitude tests as part of the interview.

That being said, I'm not always good at puzzles. I have a tendency to over-complicate them (which is something I have to watch out for when I'm coding). For instance, I was playing TIME Stories with Husbit and Matt (of No Games No Glory) and his wife Em who also loves puzzles, and we got to a bit and we worked out what the answer would be by common sense, but we couldn't understand how to reach that via the puzzle. The boys made us drinks, and Em and I sat together debating and scratching our heads and sketching things and shaping things and writing random letters down until it was long past midnight and we went home and returned to finish a couple of weeks later and sat down and the boys glanced at the cards and showed us the answer...

And then we went to an escape room, The Macguffin Project (steampunk circus theme? Sold!), and Husbit called me over to the puzzle he was looking at - we need someone good at maths - and I went, oooh, algebra! Yay! Ok, so we don't have enough information here to just solve it, so we're going to have to do some simultaneous equations, which is cool - don't very often have a reason to do those any more, and with nothing to write on I have to do them in my head! Even better! Can't be lazy... oh wait. Suspect most groups aren't going to include someone who has this much fun doing something this complicated. Quick! We need someone who's bad at maths!

And sometimes the puzzle is solved really easily because you and the GM happen to have the same favourite film, so when she describes an endless corridor you instinctively describe running your hand along the wall and thus find one of the hidden side paths...

Oh, and the shiny puzzle boxes I've bought for Husbit the past couple of Christmases. Though I know how they all work, now, so we can't use them in game any more. But they're fun and if we get new ones that I don't know - you can give them to your players and let them try to figure it out, and if their character's stats suggest they'd have an easier time, you can give hints on successful rolls, or something.

That's rather more on puzzles than I intended. Story puzzles - where you pick up on and figure through the clues - are probably the most common kind. I think it's a lot harder to include physical and mental puzzles in roleplay games and it hasn't happened often, but I enjoy it when it does (except when I can solve it really easily and am informed my character wouldn't be able to even though they're meant to be better than me. That's ... frustrating).

Closed puzzle box: the others are packed in hopes of moving house

This one is still out, because (as shown here) we're using it to store power-point tokens for Deadlands

The thing I love, love, love is inter-character interaction and, particularly, relationship building. So Chrissie's relationship with her parents (as much as it upsets my GM to be so emotionally mean to me!) and realising she's in love with Steve have been highlights in Aberrant. The reason Kella is so dear to me (besides the fact she got a fantastic, high-story ending to her campaign) is that I got to interact so much with the other player characters, Kyann, Rax and Reisha. And similarly Plays in Shadows, who had her pack protecting her (albeit sometimes with exasperation). And the Buffy game that started it all for me made it easy by having us play ourselves.

I love playing with Bells. Especially in Aberrant and Exalted where it's just the two of us playing, we build these incredibly tight connections between our characters that makes them a real pleasure to play. I read a piece recently titled 6 signs your novel may be pretty damn good and while I felt it was badly written to the point of undermining its intent to provide writing advice, I thought the point on "close and intense relationships" was compelling, because that is what I enjoy playing. (I'm not claiming to be a better writer than the author of the piece, but I'm also not a professional writer nor selling writing courses.) My friend Rowan, who played Reisha in the Final Fantasy game, is the one who most often runs games for us when I revisit uni, but when he gets to play, we often end up playing characters who are close friends or connected in some way, and in the past I've played with other people where that just falls into place naturally, but it's Bells I most often get to have that with these days and I love it.

I'm going to tease you with a few more bits of our Exalted game by way of example.

We're playing twins, as I've mentioned before, and his character (Kito) is 10 minutes older than mine (Taji) - but mine's a lot bossier and more spoilt. So normally she'll take charge and expect her own way, and every now and then he'll pull rank - by pointing out the age difference. It's a small thing, but fun.

Kito had a relationship with the daughter of the ruler of one of the Satrapies. This was back when we were Heroic Mortals, acting as official representatives of the Realm. Kito kept it secret from Taji because they were only there a few days and it was his first love and I'm not sure if he was a little embarrassed or didn't know how she'd react, but either way, he didn't want her to find out and she had other things on her mind - like proving how amazing she is at diplomacy and negotiation (and, crucially, learning that she wasn't as good as she thought, but that she could learn). Fast forward a couple of years (time gets a little spongey sometimes), and they're Solars - Lawgivers - Anathema and hunted by the Realm, but Taji sees Sondar, the ruler, as a potential ally, and wants to test that, because if he proves to be an enemy then she needs to know so she can prepare to take his city: it has resources she wants. So off they go to visit, and Kito asks for a private moment with the daughter, Lady Ena. Taji thinks it's a bit odd, because she'd got on well with Ena - they're both artists - but doesn't think about it until after, when Kito returns looking harried. She asks what's up and he says nothing, so she leaves it until they're alone. And he explains that he really likes Ena but because they're Lawgivers now it wouldn't be fair on her to stay together because she'll be hunted too, and also because once they find his Steward (Lunar) mate, that'd complicate things even more. And Taji listened and understood. And we roleplayed that walking back to the car because we'd got sidetracked and timeskipped the moment of the conversation in game. (Normally we'd try not to play things away from the GM, because a lot of GM's like to know what the characters are up to, but we both wanted that conversation - we really like the sibling moments.)

The solar/lunar bond is something I'm looking forward to exploring! Part of the long term story will hopefully involve us both finding our partners. It'd be less work for the GM if there were more players who could play them, but I've got suspicions we may have already met mine, and if I'm right I love the way the GM plays him; I've become attached to that representation and anyone else would do it wrong.

That's another cool interaction, even if I'm wrong about their bond (and I might end up using wrong terminology, a friend has been lending me Sarah J Maas's A Court of Thorns and Roses series - the second is much better than the first - and there's a similar concept there). When Kito and Taji exalted, they were quickly spirited off to another Creation to be trained, before being dropped back to start taking over the world... And the first order of business was to contact allies. And the first ally Taji wanted to contact was Undying Fury. He terrifies the entire party because of his power and the way they met (they may have accidentally slaughtered his village - something Kito and Taji will never forgive themselves for) but this was the moment Taji realised what was rotten in the Realm and knew which side she was on (it was pretty cool - I look forward to telling you about it). Kito wasn't sure Fury would respond, but he was actually the first to arrive, and on seeing Taji he gave her a deep, scrutinising look - almost enough to intimidate her in its intensity. Her heart pounded and she invited him in to break the tension. She'd heard about the bond by this point and wondered, but wasn't ready to ask.

Since then, he's talked to her more than anyone else, accepted her pestering questions, carefully changed topic when she's pried to much into her previous incarnation or his mate's previous incarnation (she thinks he hasn't noticed she's noticed him doing so), and saved her life. He's also accompanied them on most adventures whether invited or not - which Kito's become used to, even if he's still a bit afraid of Fury. It's reached a point where she assumes his presence and protection the way she does Kito's. She's finally got him to talk a bit more about his mate's previous incarnation and his past, and was hurt when he talked about looking for his mate and how things would change for him when he found her - because she was, by this point, basically convinced that he was her mate, but he was using the future tense. But when she asked the mate's name, he gave her birthname, not her Exalted name, which has given Taji a quiet hope again.

I'm scared to ask out of character because a) he's a powerful ally and I don't want to presume and b) it'll be revealed in due course and I'm looking forward to the story. And Taji's scared to ask in character because she knows how deep Fury's bond was and how much his mate meant to him, and she doesn't want to insult him by trying to claim that if it isn't hers to claim. But she does wonder...

And that sort of interaction and mystery, that's what I look forward to the most!

~~~

RPGaDAY was started by Dave Chapman and is currently curated by RPG Brigade. To join in yourself, follow the questions in the graphic and blog, vlog, tweet, or otherwise share your responses with the hashtag RPGaDAY2017.

Wednesday, 9 August 2017

#RPGaDAY2017: Day 9 - Campaigns: do you prefer set length or open-ended play?

I looked at today's official question - what is a good RPG to play for about 10 sessions - and didn't have an answer because that simply isn't the way I play, so I needed to look to the alternates list. I was sorely tempted to go back to 2014 again, because today was "favourite die/dice set" and I love talking about my dice.

So many pretty dice
But there on the alternate questions list is a really good question to explain why I'm hard pressed to answer the official question: do you prefer set length or open-ended play?

And my answer is kinda neither. To me, "set length" sounds like "you have 10 sessions to complete this in", and "open-ended" sounds like "this will meander forever with no real idea of where it's going".

I love the homebrew one-off sessions my uni friends run for us when we visit (such as the Cyber-Doggies game from New Year a few years back), and the Pathfinder one-off I created Kally Hopebringer for (that I intend to write up at some point maybe, because it was cool and gave us some answers about a Deck of Many Things Svetlana once handled...), but I prefer campaign play - I like to really get into the skin of a character, until I'm thinking as she is, and feeling her emotions (I love reaching a point where I'm crying in character with real world tears - as long as there's happy emotion too - too exhausting otherwise!), and that's easier to do if you're playing for a while.

I like to have as much time, as many sessions as it takes to follow the story - but I want the GM to have an idea of what that story is, where the major points are and where it's going to end: I love a satisfying conclusion (see previous discussion on the World of Darkness and Final Fantasy Noir games I played in at uni: these had a huge impact on me and both had these powerful, intended conclusions).

And that's great for the games I'm in at the moment. The Pathfinder campaign with Svetlana, Alexei et al has got an end point that Rich, as GM, has had in mind since the campaign started. Our actions in the campaign are shaping exactly how it's going to pan out, and I have sought (and been given) reassurance that Svetlana at least will get a "happily ever after" (one of the problems of becoming too attached, and something I started to expand on as a footnote until I realised I've really got enough to say for it to need a whole post), but we don't know the full details as yet.

Deadlands, we're running through The Flood, so we've got a pretty good idea where the campaign's leading us and what the ending will be, and similarly once we've done that we'll be genning new characters to run through the other campaigns in the series, with the idea being all our characters will be legendary by the end and we can pick which to use for the final confrontation.

Aberrant and Exalted I know even less about than Pathfinder, but again there's epic plot - and an intended ending in the recesses of Rich's mind. I think the Exalted one is due to be especially epic, as fitting the setting. I hope so anyway. I'm really enjoying playing Taji. And that's where I come back to wanting to have as much time as it takes to reach the ending: I don't want to rush things to fit a predetermined real world timescale: I want to be allowed to meander and take side routes and turn things on their head and get back to the main plot and slide away from it again and explore the world until I'm satisfied.

I've enjoyed open-ended play, such as in the ShadowRun campaign that was my first 'serious' roleplay. It worked well for what we had: a mixed group of people who couldn't all make every session, so Tom would give a Run to whoever was available and wanting to play, and there would be dribbles of larger plot feeding in, but it just ran as long as people were interested, and I've always felt a bit sad that there wasn't something more structured to that - especially when I wanted to retire my main character and he realised there was some plot he didn't want to miss out on that required her so he tried to thrust it on us and it all didn't work very well and that's when real life got in the way and I didn't have so much time to play and drifted away. I do regret that - she was a cool character, but I wasn't happy with where the game was heading.

It's like remembering someone who's died: whenever I think of my amazing Grandada, I remember that last time I saw him, when he was fading as the cancer ate him away. Give me a satisfying ending, and I'll only remember the love. (Sorry, overly dramatic; and especially sorry if that comes across as trivialising the death of a loved one. 2 decades on, I'm still cut up by the death of my Grandada, and the fading out is a lot of why. He was a fantastic storyteller and such a loving grandparent.)

I like to have a conclusive ending because life doesn't give these out often. I'm a big believer in Terry Pratchett's Pan narrans description of humanity: "the storytelling ape". We think in stories, tell our lives in stories - but as I get older, I realise more and more that isn't the way life works, and I find it depressing and frustrating. So let me have it in a game.



~~~

RPGaDAY was started by Dave Chapman and is currently curated by RPG Brigade. To join in yourself, follow the questions in the graphic and blog, vlog, tweet, or otherwise share your responses with the hashtag RPGaDAY2017.

Tuesday, 8 August 2017

#RPGaDAY2017: Day 8 - Favourite Character (interaction)

I found last year's questions more difficult to answer than previous years, so when I found S. John Ross's suggestion on how to handle questions this year, I liked it.

Today's question I find difficult. I don't think I've ever played a session for less than 2 hours! The alternate questions, as they stand, don't particularly appeal to me (though I could probably make something out of "What part or parts of a session do you look forward to the most?")

But then I looked back at previous years, and spotted the very first year, today's prompt was my very favourite roleplay topic: my favourite character. So how could I resist that?*

Way back in 2014 (when I came to the game late so didn't reach day 8 until the end of the month...), I talked about 5 of my favourite characters and why I loved them. You can read that here. The prevalent theme I picked up on at the time was innocence and compassion, which is still true of characters I love, but I've also realised that interaction with other characters matters just as much, maybe more.

To demonstrate: I'm currently playing Solomon in Deadlands. She matches the 'innocent, compassionate' archetype I'm so fond of, and I think she's a great character. I'm really enjoying the campaign.

On the other hand, my Exalted character, Taji, has an average human Compassion score of 2, while her Temperance is 3 and her Courage 4 (I forget whether Conviction is 3 or 4). She's a driven leader, and there have been times I've found that hard to play because I care, but Taji would be able to rationalise that away, or not care in the first place.

So on paper it would be Solomon I'd prefer, but I've got a deeper bond with Taji, and I think it's all down to character interaction.

There's a few factors at play. One is the nature of the two groups: Bells and I really enjoy character interaction, PC and NPC, while I think that's of less interest to Paul, Rich and Husbit. The size of the groups probably matters too, to a lesser extent: two of us have to interact more! The biggest is that Kito and Taji were designed to be close.

They're twins, as I've mentioned before, and intensely loyal to each other. Kito, as the elder, is fiercely protective of Taji: whenever we get into a fight, Kito will literally stand between his sister and danger, even when he's afraid. Taji actually takes this completely for granted, which shows how good a job he's done of protecting so far - I love that as a roleplay thing! She's actually quite egotistical and doesn't notice half of what he does for her - but equally, she'd lay her life down for him. He always hides when he's been hurt defending her, but whenever he's been seriously hurt, she will do everything in her power to save him (it risks getting a bit Supernatural at times, though neither of them has actually died yet) (that's right, I linked you to TV Tropes. Good luck escaping that!) (I really wanted to link you to one where specifically siblings keep resurrecting each other, but that one will have to do). Which, to be fair, in their mortal lives, mostly consisted of her hanging around and getting underfoot while other people fixed him up.She's the better speaker of the two, pushier and tends to take command, but the reason she has the confidence to be like this is because she knows, unquestioningly, her brother has her back. And that's great fun to play.



~~~

RPGaDAY was started by Dave Chapman and is currently curated by RPG Brigade. To join in yourself, follow the questions in the graphic and blog, vlog, tweet, or otherwise share your responses with the hashtag RPGaDAY2017.




*I also realised why I preferred previous years' topics: they were prompts rather than questions; they were open-ended and less restrictive than current; and they encouraged focus on the things you find exciting, you aspire to in a game.

Monday, 7 August 2017

#RPGaDAY2017: Day 7 - What was your most impactful session

I need to give honourable mentions to the Buffy the Vampire Slayer and ShadowRun campaigns that were the first I played in, because they had sufficient impact on me to keep me playing. However, both were long enough ago that, while I remember scenes and snippets (for ShadowRun, particularly inside the Renraku Archology, that I'd love to revisit and actually explore one day - we mostly focused on hiding and staying alive, so I didn't learn any of the secrets), I can't bring to mind any one session that would be sufficiently impactful to discuss here (well, maybe that episode of Buffy where a badly worded spell turned all me (and all the female npcs) into boys ("Make all girls like me" said the lonely boy)).

If you've been reading for a while, you'll know I'm very fond of Svetlana, my main Pathfinder character, and I worry about her future and love her relationship with King Noleski and when she died and found peace in her deity's realm, then was brought back to life and realised one day she would lose Noleski - and not even care she had - that really scared her and I loved it! (Even if no one in the rest of the party did anything. Sigh.)

And there have been some really intense moments in both Aberrant and Exalted. Anything where Bells and I get to have deep character interaction with each other or the NPCs (must be exhausting for the GM...)

I think the most impactful session would be one that took place in a game I talked about back in 2015, for the longest session I'd played in. This was the Final Fantasy Nori homebreew game my housemate, Sith, created and ran for his girlfriend Penny and our friends Owen & Rowan, and there was some real emotional intensity in the game. I'm thinking of a particular scene nearish the end, as we decided to approach Mount Gagazet and I got a load of visions trying to put me off - my parents crying and begging for help, and then my younger sister. She was called Elin and was sporty and fit, but I didn't think much of it until my GM invoked her in that scene - and played her so close to my really world younger sister, Erin (a fitness fanatic and all round amazing person) that I was in real world floods of tears and it was amazing. When he met her for the first time a few weeks later, he did freak out a little, as he saw why he'd managed to get such a response from me!

~~~

RPGaDAY was started by Dave Chapman and is currently curated by RPG Brigade. To join in yourself, follow the questions in the graphic and blog, vlog, tweet, or otherwise share your responses with the hashtag RPGaDAY2017.

Sunday, 6 August 2017

#RPGaDAY2017: Day 6 - You can game every day for a week. Describe what you do.

As much as it'll shock some people who know me well, I wouldn't game every day.

Don't get me wrong, I adore roleplay, but it isn't my only beloved hobby and if I found I had a whole week to do stuff in, I'd spend some of roleplaying, sure, and playing whatever my friends wanted to run for me (so Deadlands, Exalted, Pathfinder, (old) World of Darkness, Numenera and homebrew stuff would likely get a look in). Then I might play some computer games (but probably not) and some BloodBowl and do some writing. And then I'd take myself off to as many circus sessions as my body would take.

Because if I just did roleplay I'd burn out and make myself ill. Joys of having two chronic fatigue, chronic pain conditions which both require management by exercise.

And the other thing I'd do would be finally prep that Buffy based game I want to run for some friends. I'm even more keen since finding a few of my aerialist buddies would like to play though I'll also invite a friend or two who've roleplayed often, to help guide them (as an aside, I was that player for a friend at uni, in my maths class. He wanted to run a game of Space Munchkin for a few of his flatmates and asked me to come along to show them the ropes. It was great fun - I played a catperson jedi creature and every time things slowed down I'd open a door or press a button. One of the other players got really into character and started pulling me around by my tail to try and protect the party from my curiosity!).

Aerial friends like this friend.
I've got a pretty good concept, set in a school building based on my memories of the upper school I went to. Obviously a school: it's Buffy! Though I don't intend the game to spill out of the school grounds, in the back of my mind I've a pertty good idea of the whole town, a cross between where I grew up, where I went to uni and where I live now.

I'll need to prep a load of archetype characters beforehand, as of my aerialist friends who've shown an interest, only one has played any game before (Werewolf, I think). Having pre-made character sheets means they can either grab some stats and play as is, personalise themselves, or have a frame to work from to create their own. I'd be looking at having them play pupils, but school staff would work to.

The idea is it's either after school during the week or it's a Saturday, and they're all in school for different reasons - I'll have a few to pick from, and they can come up with their own. There's a school play being rehearsed, something going on in the science labs (may have to talk to one of my aerialists on that one, as she's a science teacher so may have a good reason to be doing something science'y on a Saturday), some sports practices in the field (I'm more of a mathematician than an athlete, but I was a bit sad when I learnt my old school's playing fields had been squashed up to make room for new maths classrooms, even with the old ones being handed over to the drama department. It was a great green space. Also, I gather the art department weren't happy as it's completed blocked their light), maybe some arts/design tech students finishing some final project - and of course, those in detention.

And then things will start going a bit wibbly...

I will genuinely run this one day. I was thinking the August bank holiday, but that seems unlikely now. Once we've finally managed to move to a new house, though, I'll start prepping with more vigour.


~~~

RPGaDAY was started by Dave Chapman and is currently curated by RPG Brigade. To join in yourself, follow the questions in the graphic and blog, vlog, tweet, or otherwise share your responses with the hashtag RPGaDAY2017.

Saturday, 5 August 2017

#RPGaDAY2017: Day 5 - Which RPG cover best captures the spirit of the game?


Erm...

Ok, another I'm going to struggle with.

There's been some amazing art created for RPGs, but which cover piece best captures the spirit of the game? 

Numenera is the first game that comes to mind whenever anyone talks about RPG art for its sheer beauty, but I don't think it works here. I haven't played it, and looking at the cover doesn't really tell you much about it. Looking at it, I'd picture a different game to what my friends have described (and in great, loving detail: I'd love to give it a go sometime).
 
I'm most often a player, and these days we're often using pdfs (which I'm not a huge fan of, but does save space at the table, and everyone has some kind of pdf reading device these days), so I don't often see the cover, and even when I do I don't always notice it (too busy snatching and sharing as we create characters or spend xp). I feel a bit guilty now,  because I know a lot of effort has gone into those covers. And annoyingly, nearly all our roleplay books have been packed away because we're hoping to move house soon.


I asked Husbit, and he immediately started digging through his Deadlands collection (which has survived the packing because we're currently playing). His first thought was the Smith & Robards 1880 Catalog, a source book filled with infernal devices and other such stuff, for mad scientists, by mad scientists, with a mad scientist looming over a work table on the cover. He then thrust the above under my nose: the Marshal's Handbook. It gives a real sense of what Deadlands is about: the guns and outfit indicate the wild west aspect of the setting, while the background scene and the mist in the foreground - and the cadaver itself - shows the horror.


And looking at the Marshal's Handbook made him think of the AD&D DMG.

I think this is a really good call. A caped Dungeon Master drags open heavy doors, revealing another world. Around his neck hangs the key to those doors and that world. His face is stern - adversarial or trying to protect you? - and the world mysterious and dangerous looking - with sunlight breaking through. This makes it not just a good image for D&D, but for a lot of roleplay games.
 

 
~~~

RPGaDAY was started by Dave Chapman and is currently curated by RPG Brigade. To join in yourself, follow the questions in the graphic and blog, vlog, tweet, or otherwise share your responses with the hashtag RPGaDAY2017.