For the new year I'm going to try my hand at photography so I can add pictures to some of my posts. Not all of them, you understand. I fill enough time writing them let along getting over 350 photographs as well. I'm happy for the landscape pictures to be re-used at will using the Creative Commons 3.0 license (attribution or at least link backs would be nice) but I retain the copywrite of any images that have people clearly marked out in them. I don't want them showing up in awkward places.
Naturally any pictures of videogames, videogame box art, and RPG book cover art don't belong to me. If I use any other Creative Commons pictures for any reason I will include an attribution below the photograph. If it has such an attribution, it also doesn't belong to me.
But yes, anyway, yay for getting the photo bug! You'll be seeing a lot more of Adelaide around this blog.
As for the next Masks episode, well, I'll be uploading that tomorrow.
Anyway, happy new year!
Tuesday, December 10, 2013
Musings on Masks: Episode 03
EPISODE SUMMARY (Tracing Survivors): Wherein James Paterson speaks to the pathologist Maurice Patterson before heading off to Colney Hatch Mental Institution to seek permission to speak with the other survivor of the building collapse and gallery fire.
EASTER EGGS: Colney Hatch really did suffer a fire in the early twentieth century that killed 52 individuals in the Jewish ward. To be perfectly honest, the fact that 52 people were slain in the art gallery was either a coincidence or a subconscious memory of the article on the Colney Hatch fire. Luckily I like my players' idea so I'll be going with it. In other news, the National Fire Service doesn't exist in this era. It won't be formed until midway through the Second World War. Whoopsy!
MENTAL HEALTH ISSUES: Normally I wouldn't have done yet 'another asylum tale' but I really needed to build a rapport between James and Jack and the only way to do that was through repeat contact. You'll see why that connection is incredibly important in a later episode.
While the main medication they could give them at the time was a sedative with confinement as a major treatment due to lack of resources, I also tried to look at the staff of Colney Hatch as generally trying to be helpful. They just lacked any good treatment options and were willing to accept certain abuses as inevitable due to the strain on the orderlies. Considering how every aspect of the patients' lives were in the hands of the staff, this isn't a reasonable view for him to take.
James keeps his mouth shut during this portion of the conversation so he could get the job. Otherwise I think he would have told him off for it.
OTHER THOUGHTS: I think that the nice Jewish neighbour which Charlie briefly mentions will totally need to make an appearance after they leave and return to London. She might be able to forewarn them if the Masks cultists start snooping about. I just need a name for her. I already picture her as the right combination of sweet, nosy and well-meaning that she'll notice if anyone tries to poke around their home or stalks them.
Monday, December 9, 2013
Stomach Bug = No Posts Today
Sorry but I lack a spare drafted post to put up today and am too ill to put up anything myself. Normally I have a few articles up my sleeve but it's been that kinda past month or so where I have kept drawing on those hidden archives.
Sunday, December 8, 2013
Arrival: Straight Talk
Gipontel granted Nico's request to be dropped off on a particular street not far from Styx's warehouse. He did so, and the moment the portal closed, she ran over to Styx and sold her silver sword for something to protect against scrying.
Her gave her a ... tinfoil hat empowered by the desperate belief of a schizophrenic.
Hmm, not the most stylish of accessories but, hey, beggars can't be choosers.
She put it on and headed East in the vain hopes of being able to escape the Stranger's attentions.
She hoped to cross the river (that hopefully had been made more shallow by all the sand) to get out of Brooklyn via that great big old island and then onto the mainland to begin her journey toward Texas. She figured she couldn’t stay here with an almighty demon keeping an eye on her.
She decided to call herself Odessa for awhile to make it harder for folks to find her.
Why Odessa?
Well, she felt cunning like Odysseus for getting out of his grips.
She shouldn’t have been so prideful.
She didn't get too far when a creature swept through the air above her to attack Warehouse 13. The monster had a long sinuous body with broad rips and a rounded maw and it began sucking a human stuck on the streets up into his mouth. A gunshot distracted it from its prey and turned it towards her. She managed to shoot it through its vacuum belly several times, causing its suction to weaken by the time it reached her to the point where it couldn't suck her into its maw. Finally it slumped to the ground in front of Warehouse 13 – a monstrous carcass for them to sort out.
She headed back to the victim and grabbed a few pool cues and some fabric from inside the brothel so she could set his broken arms and leg. She got people to bring the victim inside and then she set out again.
Only to find that after a few hours the roads started looping back on itself, dropping her off by Warehouse 13 again and again. It seemed that space itself was twisted before her. On her third try to get loose, she ran smack bang into Johnny Starr who had found the journey back surprisingly quick and easy. Someone was messing with them. Someone who had probably been a principal of a certain school....
When they returned to Warehouse 13 for a drink they found Jack and a rather shaken Rochelle sitting at the bar. Nico requested free drinks and board for the night from Alyssa and, considering she had just downed a monster assaulting the place, was given them. Nico was a handy person to have around, after all.
Her gave her a ... tinfoil hat empowered by the desperate belief of a schizophrenic.
Hmm, not the most stylish of accessories but, hey, beggars can't be choosers.
She put it on and headed East in the vain hopes of being able to escape the Stranger's attentions.
She hoped to cross the river (that hopefully had been made more shallow by all the sand) to get out of Brooklyn via that great big old island and then onto the mainland to begin her journey toward Texas. She figured she couldn’t stay here with an almighty demon keeping an eye on her.
She decided to call herself Odessa for awhile to make it harder for folks to find her.
Why Odessa?
Well, she felt cunning like Odysseus for getting out of his grips.
She shouldn’t have been so prideful.
She didn't get too far when a creature swept through the air above her to attack Warehouse 13. The monster had a long sinuous body with broad rips and a rounded maw and it began sucking a human stuck on the streets up into his mouth. A gunshot distracted it from its prey and turned it towards her. She managed to shoot it through its vacuum belly several times, causing its suction to weaken by the time it reached her to the point where it couldn't suck her into its maw. Finally it slumped to the ground in front of Warehouse 13 – a monstrous carcass for them to sort out.
She headed back to the victim and grabbed a few pool cues and some fabric from inside the brothel so she could set his broken arms and leg. She got people to bring the victim inside and then she set out again.
Only to find that after a few hours the roads started looping back on itself, dropping her off by Warehouse 13 again and again. It seemed that space itself was twisted before her. On her third try to get loose, she ran smack bang into Johnny Starr who had found the journey back surprisingly quick and easy. Someone was messing with them. Someone who had probably been a principal of a certain school....
When they returned to Warehouse 13 for a drink they found Jack and a rather shaken Rochelle sitting at the bar. Nico requested free drinks and board for the night from Alyssa and, considering she had just downed a monster assaulting the place, was given them. Nico was a handy person to have around, after all.
Saturday, December 7, 2013
Arrival: Whoopsy
So it looks like when I wrote up a whole bunch of articles prior to their posting, I missed an article! Not sure if everyone was just too kind to comment or if, perhaps, no one was reading along and therefore didn't notice it's absence, but here it is ... Gunshot Medicine and the Crowley.
I'm linking back to it because if I schedule it to publish a month prior to today, even though I published it today, it'll appear as though it had been published all those months ago which means ... folks who come into it late in the game and want to follow the whole thing will find it all in order as they read along.
Friday, December 6, 2013
The Necessity of Emotional Distance - Fear
As a horror Storyteller, I love the toe-tingling, spine-chilling sensation of fear (within limits). I find it cathartic to play with a sensation that I don't get to feel very often in real life (thank goodness). My life is safe and simple with the usual First World problems and anxieties that riddle the average Westerner and so putting my mind into a situation that taps into the primal sense of fear and confusion is a welcome relief from that. Welcome, because it is fictional.
Regrettably I have no other Horror Storytellers around me who aim for a sense of fear. I've experienced horror games that evoked repulsion. Horror games that play on the most horrible thing that can happen to you where even the average NPC is a *bad guy*. I've played in games with horror themes. I just never played in a game where the intent and design were based around scaring me ... or even my characters. Not really.
Add to that the fact that my players aren't Horror Players. Most of them hate horror. They rebel against the idea of the vulnerable protagonist. They find No-Win situations to be the height of irritation and sometimes contrivance. They become dejected or depressed when too many Bad Things happen. One even has the occasional nightmare based off my horror games because, well, the horror sessions really work on her.
And that has all led me to realise that there's a reason why horror games are less common than other sorts of games. The World of Darkness does tragedy quite well but it's focus on being the monster makes it less scary because your player avatar can quite easily become entirely unsympathetic. Oh no, the monster died. Sure it sucks that it was my monster that died, but that's hardly going to keep me awake at night.
Sure, there are investigative games with horror backbones like Call of Cthulhu which have vulnerable protagonists that are reasonably popular but the average Call of Cthulhu published scenario isn't generally very scary. Some have potential. Most are more interesting perspectives into a world of horrors rather than anything else, which is doubtless in part because it's hard for a published adventure to have the personal touch required of a truly scary game. And such games have plenty of room for a sharp focus on investigation or pulpy action, rather than on the lived experience of what it would be like to be in that situation.
Because, let's face it, a shoggoth in real life is scary because it exists. But then again, a ghost that does nothing other than stand in the corner of your room would terrify me in real life. In a roleplaying game where you can distract yourself with clue trails, dynamite and meta-knowledge, that shoggoth becomes far less scary.
DISCLAIMER: This isn't to say that Call of Cthulhu or even World of Darkness is fundamentally non-scary. I'm merely stating that it's easy enough to play these two games in a way that touches all those horror themes without ever really trying to scare the player (or if you are the player, to scare yourself) and that's one of the reasons why they can be popular. They can target a broader demographic of action heroes / villains and investigators, respectively.
So why is this the case? Why is horror such a small demographic?
There's probably numerous reasons but I'm going to assume the big one is that people avoid negative feelings and embrace positive ones, more often than not. Most people aim for a sense of empowerment, satisfaction and success in their roleplaying games. They want to feel like a hero, or at the very least a badass, because those aren't feelings they normally get to have in their day-to-day lives. They want to feel extraordinary. They want to charge across the room and take down the enemy rather than cower and crawl away on a broken leg. Sure, some players want their empowerment to be realistic rather than cinematic but that's probably because it feels more satisfying to them to have survived situations in a feasible manner.
Also, odds are those people who do like horror are those people who find it hard to feel scared and, like a numb tooth you're pretty sure should be sore, they keep trying to poke it. I don't know a single player who is easily scared and yet still enjoys horror videogames, movies or roleplaying games(though they probably do exist). Most horror fans get barely a fear twitch and thus keep searching it out - which ironically helps reduce their ability to be scared through sheer exposure.
I mean, think about fear for a moment. Fear tells you to leave the scary thing alone. Story-based fears also exist in your head, rather than in the real world, and therefore you can't literally leave them behind. If it truly manages to get under your skin than it can interrupt your sleep patterns, plague you at night, and make you nervous about leaving the house when it's dark inside. While the odd tingle during these times could be pleasant, generally fear either settles on you like a blanket or is shaken off entirely. It makes sense that people would avoid that.
Does that mean we shouldn't chase that moment of terror?
No. I don't believe so.
It just means we need to be aware that most people don't want that and while we can play with the themes of horror in their games, we probably shouldn't be dousing them in it unless they ask for it.
Regrettably I have no other Horror Storytellers around me who aim for a sense of fear. I've experienced horror games that evoked repulsion. Horror games that play on the most horrible thing that can happen to you where even the average NPC is a *bad guy*. I've played in games with horror themes. I just never played in a game where the intent and design were based around scaring me ... or even my characters. Not really.
Add to that the fact that my players aren't Horror Players. Most of them hate horror. They rebel against the idea of the vulnerable protagonist. They find No-Win situations to be the height of irritation and sometimes contrivance. They become dejected or depressed when too many Bad Things happen. One even has the occasional nightmare based off my horror games because, well, the horror sessions really work on her.
And that has all led me to realise that there's a reason why horror games are less common than other sorts of games. The World of Darkness does tragedy quite well but it's focus on being the monster makes it less scary because your player avatar can quite easily become entirely unsympathetic. Oh no, the monster died. Sure it sucks that it was my monster that died, but that's hardly going to keep me awake at night.
Sure, there are investigative games with horror backbones like Call of Cthulhu which have vulnerable protagonists that are reasonably popular but the average Call of Cthulhu published scenario isn't generally very scary. Some have potential. Most are more interesting perspectives into a world of horrors rather than anything else, which is doubtless in part because it's hard for a published adventure to have the personal touch required of a truly scary game. And such games have plenty of room for a sharp focus on investigation or pulpy action, rather than on the lived experience of what it would be like to be in that situation.
Because, let's face it, a shoggoth in real life is scary because it exists. But then again, a ghost that does nothing other than stand in the corner of your room would terrify me in real life. In a roleplaying game where you can distract yourself with clue trails, dynamite and meta-knowledge, that shoggoth becomes far less scary.
DISCLAIMER: This isn't to say that Call of Cthulhu or even World of Darkness is fundamentally non-scary. I'm merely stating that it's easy enough to play these two games in a way that touches all those horror themes without ever really trying to scare the player (or if you are the player, to scare yourself) and that's one of the reasons why they can be popular. They can target a broader demographic of action heroes / villains and investigators, respectively.
So why is this the case? Why is horror such a small demographic?
There's probably numerous reasons but I'm going to assume the big one is that people avoid negative feelings and embrace positive ones, more often than not. Most people aim for a sense of empowerment, satisfaction and success in their roleplaying games. They want to feel like a hero, or at the very least a badass, because those aren't feelings they normally get to have in their day-to-day lives. They want to feel extraordinary. They want to charge across the room and take down the enemy rather than cower and crawl away on a broken leg. Sure, some players want their empowerment to be realistic rather than cinematic but that's probably because it feels more satisfying to them to have survived situations in a feasible manner.
Also, odds are those people who do like horror are those people who find it hard to feel scared and, like a numb tooth you're pretty sure should be sore, they keep trying to poke it. I don't know a single player who is easily scared and yet still enjoys horror videogames, movies or roleplaying games(though they probably do exist). Most horror fans get barely a fear twitch and thus keep searching it out - which ironically helps reduce their ability to be scared through sheer exposure.
I mean, think about fear for a moment. Fear tells you to leave the scary thing alone. Story-based fears also exist in your head, rather than in the real world, and therefore you can't literally leave them behind. If it truly manages to get under your skin than it can interrupt your sleep patterns, plague you at night, and make you nervous about leaving the house when it's dark inside. While the odd tingle during these times could be pleasant, generally fear either settles on you like a blanket or is shaken off entirely. It makes sense that people would avoid that.
Does that mean we shouldn't chase that moment of terror?
No. I don't believe so.
It just means we need to be aware that most people don't want that and while we can play with the themes of horror in their games, we probably shouldn't be dousing them in it unless they ask for it.
Thursday, December 5, 2013
Player Improvement ... Not on the Web
Now I know that I'm not a fantastic player. I sure do have my problems. Unfortunately, while I can get advice on the web for how to DM a game there's paltry advice on how to deal with problems as a player. Look up DM burnout. Look up how a player can help a DM with burnout. You'll see a similar set of articles by DMs for DMs.
But why is that?
For every DM dealing with the pain of burnout, there's generally around four players itching to get their fix and knowing it's about to get cut off.
What is it about being a player that encourages passivity and prevents players from getting and giving tips on how to keep their DMs in the game? I say this also as a player who has felt that passivity and sat there, brooding, unaware of what to do or where to go.
I mean, there are advice columns to DMs on how to re-educate, re-form, re-sculpt and re-design their players. Sure most of them won't ever work because, y'know, changing another person is really, really hard. If DMs suddenly found the magic cure-all for controlling misbehaviour, we'd all be highly desired in managerial positions and putting DM on your resume with three player references would make you a shoe-in at a job interview.
So it's not that we're magically better equipped to cope with it as DMs than as players.
But why are there so few articles out there to help players figure out what they can do?
I mean, players are in a really good position to help their DMs stay motivated. They can help mitigate player and gameplay issues. They can increase tension in a horror game and mysticism in a fantasy game. In fact, they have as much control over out of character issues as the DM does. Sure, perhaps a bit less 'official power', but they're at least one-fifth of the group and therefore can bring in all of their own conflict resolution skills or at least not contribute to whatever problem is affecting the game.
Why are all the articles on creating characters more suited to their genre directed to DMs and not the players who are making them?
Why aren't there reams of articles from players wondering how to play a better horror character (or be a better player in a horror game)?
There are DM articles on how to get players to take notes. Where are the articles for players on how to best take their own notes or cope with note-taking when they really don't want to but know another player won't do it?
I get that there's not much a player can do between sessions to prep for a game and generally there should be no need to do so but there are other areas where the greater numbers of players and their greater involvement in the area (i.e. concept creation) should lead to more articles on the subject.
But I would have thought that there'd be at least as many players crying out for help or wanting to help as DMs and yet the player base is silent on such meta-considerations and seems to instead focus primarily on stats, lurking on forums and participating in the occasional Funniest / Scariest / Deadliest Moment threads.
I just so rarely see pro-active articles from players saying such things as, "Hi, I'm a player, and I'm having trouble with my DM / Fellow Gamers / Own Habit / Gaming Needs. How can I fix this?"
Though maybe I'm just looking in all of the right places.
If you know any good player-directed articles, please link them in the Comments section below. I know I'd be very interested as a player.
But why is that?
For every DM dealing with the pain of burnout, there's generally around four players itching to get their fix and knowing it's about to get cut off.
What is it about being a player that encourages passivity and prevents players from getting and giving tips on how to keep their DMs in the game? I say this also as a player who has felt that passivity and sat there, brooding, unaware of what to do or where to go.
I mean, there are advice columns to DMs on how to re-educate, re-form, re-sculpt and re-design their players. Sure most of them won't ever work because, y'know, changing another person is really, really hard. If DMs suddenly found the magic cure-all for controlling misbehaviour, we'd all be highly desired in managerial positions and putting DM on your resume with three player references would make you a shoe-in at a job interview.
So it's not that we're magically better equipped to cope with it as DMs than as players.
But why are there so few articles out there to help players figure out what they can do?
I mean, players are in a really good position to help their DMs stay motivated. They can help mitigate player and gameplay issues. They can increase tension in a horror game and mysticism in a fantasy game. In fact, they have as much control over out of character issues as the DM does. Sure, perhaps a bit less 'official power', but they're at least one-fifth of the group and therefore can bring in all of their own conflict resolution skills or at least not contribute to whatever problem is affecting the game.
Why are all the articles on creating characters more suited to their genre directed to DMs and not the players who are making them?
Why aren't there reams of articles from players wondering how to play a better horror character (or be a better player in a horror game)?
There are DM articles on how to get players to take notes. Where are the articles for players on how to best take their own notes or cope with note-taking when they really don't want to but know another player won't do it?
I get that there's not much a player can do between sessions to prep for a game and generally there should be no need to do so but there are other areas where the greater numbers of players and their greater involvement in the area (i.e. concept creation) should lead to more articles on the subject.
But I would have thought that there'd be at least as many players crying out for help or wanting to help as DMs and yet the player base is silent on such meta-considerations and seems to instead focus primarily on stats, lurking on forums and participating in the occasional Funniest / Scariest / Deadliest Moment threads.
I just so rarely see pro-active articles from players saying such things as, "Hi, I'm a player, and I'm having trouble with my DM / Fellow Gamers / Own Habit / Gaming Needs. How can I fix this?"
Though maybe I'm just looking in all of the right places.
If you know any good player-directed articles, please link them in the Comments section below. I know I'd be very interested as a player.
Wednesday, December 4, 2013
The Mad Dash & The Shiny Red Button
This one's for the players though Game Masters may be interested as well.
Have you ever wondered why sometimes you abandon all caution and madly sprint toward some goal with little thoughts to the repercussions even though you know it's not that sort of game and you weren't even wanting to play that kinda character? Have you ever gotten so frustrated that you hit the big red button just to try and find some way out? Or lash out wildly in the vain hope that you might happen to hit the right thing?
All of these are the sort of incidents that I like to call "The Leap For Life". It's like you're surrounded by a big old abyss and the only way out of it is to somehow find an invisible bridge that you're pretty sure exists out there. So you're circling the edge of the pit, again and again, until you get tired and frustrated and you simply leap off any old point in the hopes that your feet will touch the invisible ground.
After it's all said and done and your character lies broken on the ground, you look over to see the Game Master shaking their head and tut-tutting. Turns out that there was a trapdoor in the middle of that platform which would have taken you out of there.
The trouble is you were so focused on that pit and the invisible bridge you were sure existed out there that you just didn't see that trapdoor. Every hint that the Game Master thought they were giving you that pointed toward that trapdoor merely painted the walls darker and made the abyss stretch out longer. It turns out they kept giving you hints that you were looking in the wrong direction, they weren't giving you many tips on what were the right one.
Or, perhaps, they assumed a motive you didn't have. That trapdoor led to a nasty confrontation with an evil megalomaniac but out there, beyond the pit, was a basket full of kittens about to be drowned by orcs. It was just meant to be a hint. Some background element. But it stuck in your head. You needed to get to that basket. You needed to be a hero to the kittens! Evil megalomaniacs be damned (unless they happen to have those kittens).
I've been there. Trust me, I've been there.
A switched on Game Master (or damnably lucky one) will simply redirect you by putting that basketful of kittens at the megalomaniac's feet. All of a sudden you stop pacing the edge of the pit and dive for the trapdoor. Excellent! Plot = Motive and now they're both going the same way.
But what if the kittens were always with the megalomaniac? Or perhaps there never were any kittens and it was an entirely fabricated notion you got in your head?
Memory is a funny thing. People come to the wrong conclusions all the time.
How is your Game Master meant to figure it out then?
This is where party games work out well. Talk to your PCs about your motive and intentions and not just your actions. If you all only focus on getting over that pit and never mention why, your Game Master might simply desperately try to redirect you towards where they *think* you want to go. Sometimes it's a good idea to clearly state the intention as best you can which means you need to figure out what you and your character actually want.
Maybe your character is going all out on the Big Bad because while all the writing on the wall says that this is *the* Big Bad, the guy who's untouchable until the Third Act, and you know your character doesn't, and shouldn't, stand a chance against him, your character also can't *not* try to do something now. You're gunning for the Chelish Admiral or assaulting the Vampire Prince ... in a public area ... surrounded by guards.
The Game Master's too busy thinking up ways to not do a Total Party Kill to figure out why you're doing something so suicidal.
Time to figure out why for yourself (if you don't know already), and tell them. Tell them that your character can't stand idly by while the Big Bad has their loved one hostage. Tell them that your character is a stubborn mule and knows he'll die but, hey, it'll make a good write out. Tell them that everything seems to point to an imminent confrontation anyhow so you're just trying to find the right time. Tell them through conversations with NPCs or PCs, narrated thought processes inside your character's head, or even out of character.
Otherwise, how will they know to provide you with an alternative?
Have you ever wondered why sometimes you abandon all caution and madly sprint toward some goal with little thoughts to the repercussions even though you know it's not that sort of game and you weren't even wanting to play that kinda character? Have you ever gotten so frustrated that you hit the big red button just to try and find some way out? Or lash out wildly in the vain hope that you might happen to hit the right thing?
All of these are the sort of incidents that I like to call "The Leap For Life". It's like you're surrounded by a big old abyss and the only way out of it is to somehow find an invisible bridge that you're pretty sure exists out there. So you're circling the edge of the pit, again and again, until you get tired and frustrated and you simply leap off any old point in the hopes that your feet will touch the invisible ground.
After it's all said and done and your character lies broken on the ground, you look over to see the Game Master shaking their head and tut-tutting. Turns out that there was a trapdoor in the middle of that platform which would have taken you out of there.
The trouble is you were so focused on that pit and the invisible bridge you were sure existed out there that you just didn't see that trapdoor. Every hint that the Game Master thought they were giving you that pointed toward that trapdoor merely painted the walls darker and made the abyss stretch out longer. It turns out they kept giving you hints that you were looking in the wrong direction, they weren't giving you many tips on what were the right one.
Or, perhaps, they assumed a motive you didn't have. That trapdoor led to a nasty confrontation with an evil megalomaniac but out there, beyond the pit, was a basket full of kittens about to be drowned by orcs. It was just meant to be a hint. Some background element. But it stuck in your head. You needed to get to that basket. You needed to be a hero to the kittens! Evil megalomaniacs be damned (unless they happen to have those kittens).
I've been there. Trust me, I've been there.
A switched on Game Master (or damnably lucky one) will simply redirect you by putting that basketful of kittens at the megalomaniac's feet. All of a sudden you stop pacing the edge of the pit and dive for the trapdoor. Excellent! Plot = Motive and now they're both going the same way.
But what if the kittens were always with the megalomaniac? Or perhaps there never were any kittens and it was an entirely fabricated notion you got in your head?
Memory is a funny thing. People come to the wrong conclusions all the time.
How is your Game Master meant to figure it out then?
This is where party games work out well. Talk to your PCs about your motive and intentions and not just your actions. If you all only focus on getting over that pit and never mention why, your Game Master might simply desperately try to redirect you towards where they *think* you want to go. Sometimes it's a good idea to clearly state the intention as best you can which means you need to figure out what you and your character actually want.
Maybe your character is going all out on the Big Bad because while all the writing on the wall says that this is *the* Big Bad, the guy who's untouchable until the Third Act, and you know your character doesn't, and shouldn't, stand a chance against him, your character also can't *not* try to do something now. You're gunning for the Chelish Admiral or assaulting the Vampire Prince ... in a public area ... surrounded by guards.
The Game Master's too busy thinking up ways to not do a Total Party Kill to figure out why you're doing something so suicidal.
Time to figure out why for yourself (if you don't know already), and tell them. Tell them that your character can't stand idly by while the Big Bad has their loved one hostage. Tell them that your character is a stubborn mule and knows he'll die but, hey, it'll make a good write out. Tell them that everything seems to point to an imminent confrontation anyhow so you're just trying to find the right time. Tell them through conversations with NPCs or PCs, narrated thought processes inside your character's head, or even out of character.
Otherwise, how will they know to provide you with an alternative?
Tuesday, December 3, 2013
Musings on Masks: Episode 02
EPISODE SUMMARY (Interviews): Wherein James Paterson speaks with two detectives from Scotland Yard who are investigating the collapsed art gallery which had almost killed him followed by the grim realisation that not only did Bartholomew Hospital do the autopsies ... but that James knew the local pathologist and therefore had a way to gather more information.
EASTER EGGS: The police detectives and the pathologists are all borrowed content:
Detective Inspector Barrington has also been investigating the Egyptian Murderers at Scotland Yard as well as the mass death in the old art gallery. He's a canon character from the Masks of Nyarlathotep campaign book.
Detective Sergeant Jones is Mr. Handy's creation (hope you don't mind me borrowing him) that you can see on the Masks of Nyarlathotep play-by-post campaign that originally began under Raiko and which I recently took over.
Maurice Patterson is an optional player character in the Masks of Nyarlathotep companion book in the London chapter.
Monday, December 2, 2013
Horrors: Guns & Equipments
At present I've been focusing on the weapons and equipment list in my Horrors on the Home Front book. It's a bit of an interesting thing to do as part of the trouble is figuring out just what sort of equipment players might need to know about alongside just how many different guns players might need stats for. Most of the other weapons are easily resolved using my new-fangled weapons chart (where each weapon's damage is dependent on both the weapon and the character's skill with that weapon) but firearms require information on clip capacity, base range, and methods of reloading, among other things. It also helps to add some historical accuracy by knowing how a person might pick up a particular gun.
In the equipment list, I have a few different considerations. One is that while people know what technologies are available today, there's far less understanding of what might be available in the late thirties and early forties. Another consideration involves all those relatively useful items that you don't realise you need until you're standing right in front of the problem without it. Finally there are some pieces of equipment that can simply help the Game Warden determine what people should likely have on them - or which provide neat world building opportunities - such as There's a bundle of technologies that the average player / Game Warden wouldn't know were available in that era and I want to make sure they can easily spot the ones that were.
I'm also including a few other handy bits and pieces that are just plain interesting - like the badge which Catholics wore which told people to fetch a Catholic priest for last rites if they were badly injured in a bombing raid.
If you know any tech that might be handy for players to know about, or particular weapons you feel really need to be included, please mention them in the comments box below.
In the equipment list, I have a few different considerations. One is that while people know what technologies are available today, there's far less understanding of what might be available in the late thirties and early forties. Another consideration involves all those relatively useful items that you don't realise you need until you're standing right in front of the problem without it. Finally there are some pieces of equipment that can simply help the Game Warden determine what people should likely have on them - or which provide neat world building opportunities - such as There's a bundle of technologies that the average player / Game Warden wouldn't know were available in that era and I want to make sure they can easily spot the ones that were.
I'm also including a few other handy bits and pieces that are just plain interesting - like the badge which Catholics wore which told people to fetch a Catholic priest for last rites if they were badly injured in a bombing raid.
If you know any tech that might be handy for players to know about, or particular weapons you feel really need to be included, please mention them in the comments box below.
Sunday, December 1, 2013
Arrival: Meanderings
So there Nico is, standing on fuel-soaked sand and trying to keep the attention of a big bad earth-bending demon in human form. To begin with, she pretended to have the protection of a much more powerful demon - Maksim Rukov - and drew on the information from the diary and the comic book, hoping the thing had drawn itself as 'Smiling Jack'. It turned out her assumptions were correct - though the Stranger seemed upset and appalled that Maksim could have claws, horns and a fixed smile as the Stranger had 'solved that'. He was so upset by the idea that he collapsed a nearby building.
She remarked that she couldn't explain the whys and wherefores of his appendages, only that she had witnessed them. When he asked her for his 'friends' location, she tried shooting at him again but since the safety was mysteriously on again, she simply threw her gun down and put her silver sword to her own throat. If he rushed her, the secret would die with her.
She gave him an ultimatum. Give her friends until dawn to get away and she would tell him.
The Stranger seemed confused by the ultimatum. It seemed rather pointless to him - not to mention boring - to wait for dawn. Besides which, he could turn the sword to rubber before she could cut herself. So she grabbed out a lighter and threatened to burn herself alive.
The Stranger countered by saying that not only would that be a rough way to die but that he could simply smother the flames by controlling the dirt around her.
Things progressed from there with increasingly harebrained schemes until she ... claimed that she, herself, was Maksim Rukov. He had seemed to be implying that she might have been when he asked her about her food preferences ("Do you like chocolate or energy drinks?") among other things. She 'proved' it by reaching into her pack to pull out the Resident Evil energy drink, drinking it with relish.
When he asked why she'd lied, she claimed that it was to see what he was really like. He released her from the sand trap, took her through a doorway and teleported her into his library where he offered her tea. She tried to say as little as possible in order to avoid giving herself away but he seemed way too wrapped up in the idea that she really was 'Shaitan' to get upset.
He told her that his last host - the principal - had been killed by a falling girder. He'd survived a fair amount of time, helped others escape the school (she correctly guessed that he'd been the one to create those gripping hands out of the walls) yet died from something so simple. He also discussed the creature clique that Rukov had led. Tara was dead. Billy had fled into the Hedge. Viriel had accepted the 'offer' to become an embodied demon rather than remain an insubstantial fallen angel in a host and had subsequently been destroyed. Timothy was a sheriff somewhere. Zaphriel had been upset by his truck's destruction but was otherwise still around. The Stranger was surprised that Haruta hadn't chosen to be embodied.
Nico asked him to keep her identity a secret (which seemed the right thing to say considering Maksim Rukov killed a vampire gang due to the possibility of his identity being revealed) and apologised that she had things to do. She said she would visit again soon.
The Stranger seemed a little distractable by this point and agreed to let her go.
She remarked that she couldn't explain the whys and wherefores of his appendages, only that she had witnessed them. When he asked her for his 'friends' location, she tried shooting at him again but since the safety was mysteriously on again, she simply threw her gun down and put her silver sword to her own throat. If he rushed her, the secret would die with her.
She gave him an ultimatum. Give her friends until dawn to get away and she would tell him.
The Stranger seemed confused by the ultimatum. It seemed rather pointless to him - not to mention boring - to wait for dawn. Besides which, he could turn the sword to rubber before she could cut herself. So she grabbed out a lighter and threatened to burn herself alive.
The Stranger countered by saying that not only would that be a rough way to die but that he could simply smother the flames by controlling the dirt around her.
Things progressed from there with increasingly harebrained schemes until she ... claimed that she, herself, was Maksim Rukov. He had seemed to be implying that she might have been when he asked her about her food preferences ("Do you like chocolate or energy drinks?") among other things. She 'proved' it by reaching into her pack to pull out the Resident Evil energy drink, drinking it with relish.
When he asked why she'd lied, she claimed that it was to see what he was really like. He released her from the sand trap, took her through a doorway and teleported her into his library where he offered her tea. She tried to say as little as possible in order to avoid giving herself away but he seemed way too wrapped up in the idea that she really was 'Shaitan' to get upset.
He told her that his last host - the principal - had been killed by a falling girder. He'd survived a fair amount of time, helped others escape the school (she correctly guessed that he'd been the one to create those gripping hands out of the walls) yet died from something so simple. He also discussed the creature clique that Rukov had led. Tara was dead. Billy had fled into the Hedge. Viriel had accepted the 'offer' to become an embodied demon rather than remain an insubstantial fallen angel in a host and had subsequently been destroyed. Timothy was a sheriff somewhere. Zaphriel had been upset by his truck's destruction but was otherwise still around. The Stranger was surprised that Haruta hadn't chosen to be embodied.
Nico asked him to keep her identity a secret (which seemed the right thing to say considering Maksim Rukov killed a vampire gang due to the possibility of his identity being revealed) and apologised that she had things to do. She said she would visit again soon.
The Stranger seemed a little distractable by this point and agreed to let her go.
Saturday, November 30, 2013
Arrival: Book Burnings & Mysterious Earth Bending Visitors
Nico was 'woken' for her shift, except she wasn't truly conscious. She spoke in a dazed manner and took her position, unmoving, for ten minutes. Then she took the book, the lighter fluid and a lighter before going into another living room to set the book afire. She watched it burn. She only woke from her sleepwalker's trance when she heard an unfamiliar voice behind her ask: "Isn't it a bit dangerous to burn that in here?"
She whipped around and leapt up, suddenly awake. A man stood behind her with scruffy brown hair, a suit and Converse sneakers. Shocked by the sight of him, she promptly pulled the trigger on her carbine and ... click. The safety was on. She felt a little ashamed for her trigger happy ways - he could have been human, after all - but was mostly ashamed for forgetting to take the safety off.
"Why did you burn the book?" asked the stranger, nonplussed.
Her team mates woke up and came forward, training guns on him. He seemed utterly unafraid, which worried her.
She demanded to know who he was and why had neither pack nor weapons.
The stranger ignored her questions and instead warned her about the dangers of the fire. She stomped it out and started casting a banishment ritual at him. SInce it took a minute a roll it wasn't the quickest form of anti-demon assault but it seemed to do the trick. With a perturbed frown, he stepped through a doorway and disappeared.
The team fled with their packs, keeping the meteorologist in the middle as they clustered around him. They kept glimpsing the stranger in different spots along the street but when they fired they didn't manage to hit him. Those eagle-monkey hybrids were attracted to the sound and settled down on the rooftops. At one point, the demon dropped the diary, now intact and unburnt, from a rooftop as though taunting her.
An earthquake swept the street, knocking most of her team mates flat and sending the eagle-monkey hybrids flying off in fright.
Nico muttered to Jack to get ready to grab the lightest person in wolf-form and flee. She'd try to cover him. On the count of three, he shifted to Urshul and picked up a terrified Rochelle, throwing her onto his back where she clung for dear life. Then he fled, leaving Nico and Johnny and the meteorologist behind. She started desperately trying a banishment - though she knew it would take too long - and started pouring lines of lighter fluid around herself, getting her pals to chime in after her chant (in this case, the Lord's Prayer since they were unlikely to know any other).
She also warned them to run when she said so, further splitting them for safety since a running gun battle wasn't doing anything. As she told them to go, the ground churned beneath her feet, sinking her down to her ankles and hardening. The other two fled in opposite directions but she was trapped.
And the Stranger approached her once more, wanting to know why ... why she had attempted to burn the diary.
She whipped around and leapt up, suddenly awake. A man stood behind her with scruffy brown hair, a suit and Converse sneakers. Shocked by the sight of him, she promptly pulled the trigger on her carbine and ... click. The safety was on. She felt a little ashamed for her trigger happy ways - he could have been human, after all - but was mostly ashamed for forgetting to take the safety off.
"Why did you burn the book?" asked the stranger, nonplussed.
Her team mates woke up and came forward, training guns on him. He seemed utterly unafraid, which worried her.
She demanded to know who he was and why had neither pack nor weapons.
The stranger ignored her questions and instead warned her about the dangers of the fire. She stomped it out and started casting a banishment ritual at him. SInce it took a minute a roll it wasn't the quickest form of anti-demon assault but it seemed to do the trick. With a perturbed frown, he stepped through a doorway and disappeared.
The team fled with their packs, keeping the meteorologist in the middle as they clustered around him. They kept glimpsing the stranger in different spots along the street but when they fired they didn't manage to hit him. Those eagle-monkey hybrids were attracted to the sound and settled down on the rooftops. At one point, the demon dropped the diary, now intact and unburnt, from a rooftop as though taunting her.
An earthquake swept the street, knocking most of her team mates flat and sending the eagle-monkey hybrids flying off in fright.
Nico muttered to Jack to get ready to grab the lightest person in wolf-form and flee. She'd try to cover him. On the count of three, he shifted to Urshul and picked up a terrified Rochelle, throwing her onto his back where she clung for dear life. Then he fled, leaving Nico and Johnny and the meteorologist behind. She started desperately trying a banishment - though she knew it would take too long - and started pouring lines of lighter fluid around herself, getting her pals to chime in after her chant (in this case, the Lord's Prayer since they were unlikely to know any other).
She also warned them to run when she said so, further splitting them for safety since a running gun battle wasn't doing anything. As she told them to go, the ground churned beneath her feet, sinking her down to her ankles and hardening. The other two fled in opposite directions but she was trapped.
And the Stranger approached her once more, wanting to know why ... why she had attempted to burn the diary.
Friday, November 29, 2013
Game Translation: The Cat Lady
The Cat Lady is a point-and-click adventure game where about Susan Ashworth, the local Cat Lady, who is suicidally depressed and gains what little joy she has from the neighborhood cats whom she calls to her apartment through piano music.
Figure out those endings. At the very least, the characters should achieve some sort of closure before the story ends. To get the players invested in this sort of game and then leave the character without closure risks leaving the player without closure as well. A lack of closure leads to dwelling and no cartharsis. Avoid that.
Okay, so what if you just want to play a darker semi-mundane world involving tricky actions to take out the "Parasites" rather than focusing on evoking anguish in your players to help them (and perhaps yourself) achieve the sort of cartharsis people seek in tragedy?
Most of the advice you can get from any good old point-and-click adventure game can come into it here. Rather than successful skill rolls, think of it in terms of decision points. Should someone really have to roll to jump a fence? No. The question isn't "Can they....?" but "Do they....?" In this kind of game where failure (in the form of death) isn't the end you can certainly pre-plan decision points where failing to pay attention to environmental cues and doing something silly like slamming open the door to attack the knife-wielding psychopath automatically ends in failure.
Taking the dice out of it also throws the emphasis so squarely on decision making that players who are liable to throw themselves at things when they get frustrated will instead have to sit up and start paying attention.
Anyway, a campaign based around The Cat Lady or including elements of it, should appeal to Communicators the most.
Tacticians generally like to think their way through problematic situations so they can have a lot of fun trying to figure out what to do to get past their current "Parasite". Unfortunately some of them have problems with perfectionism and the fact that in a game like the Cat Lady you're bound to occasionally get it wrong before getting it right might not sit well with them.
Action Heroes might enjoy it for a short change of pace if they're into horror games but they will otherwise find it very frustrating to have to play an essentially vulnerable and largely noncombative character. Even if their character gets a gun they really shouldn't start to rely on it.
Explorers may enjoy the rather gritty and disturbing version of our reality, especially the unusual situation in the Death World.
Investigators will have their work cut out for them discovering the identity of the "Parasite", their modus operandi and the best way to survive their current predicament and take down the "Parasite". Unlike the Tactician whose focus is on success, an investigator's focus is on discovery so they're a bit less likely to get frustrated.
Communicators tend to come in one of two flavors - the political types who love to play their own little version of Game of Thrones (who won't love this game so much) and the psychological types who just want to crawl down the rabbit hole of their own character's and their other NPC's minds (who will absolutely love and adore this style of game).
If you want to check out the trailer, you can find it here. If you want to read up on the TV Tropes you can find them here.
This is a profoundly emotional game which begins with Susan's suicide. She finds herself in a disturbing Afterworld where a strange old woman called the Queen of Maggots offers immortality in exchange for the murder of five psychopathic "Parasites" who will try to hurt Susan. Over the course of the game, not only does Susan need to deal with these Parasites but she also needs to confront herself and a terrible moment from her past.
Any Game Master trying to ape this style of game would do well to read the last few Friday articles I wrote to do with the necessity of emotional distance in roleplaying games (Disgust, Sadness, Happiness, Hate, and Anger). This isn't to say that you can't do an emotional game only that it is something which shouldn't be done lightly. While people might emphathise with a character on a television screen, experiencing it first-hand through a roleplayed encounter when you have immersed yourself in the character's perspective is another thing entirely. When a person is looking at you and talking to you, it's difficult to divorce yourself from what they're saying without divorcing yourself from the entire game experience as well.
For similar reasons, while I adore the videogame I wouldn't recommend it to everyone due to its themes. Nasty things happen in this game. Not only the shocking cruelties performed by the "Parasites" (human serial killers, generally) but also the very realistic cruelties which a normal life can throw at you. This game deals with situations involving suicide, depression, anxiety and causes of such mental health issues which can be deeply upsetting to play even in a videogame.
So let's assume that despite all that you want to run a game in this mould and your players are happy to tap into the sort of anguish which marks the day-to-day life of such a character. Firstly take each player aside and talk to them about their characters. Spend at least an hour discussing their character's history, needs, loves and hates. You need to get a very good idea of what these characters are like and what they're about. Remind them that anything they bring up now is usable in the game and that they should either prepare themselves for that ... or remove it.
A character who has suffered a miscarriage in their past, after all, can't hope to get through this sort of game without references to miscarriages, happy (or unhappy) families and little children coming up over the course of the game. If they're not comfortable with that, they should really remove that element of the game and introduce a new one.
Sometimes this game becomes a little surreal... |
There also needs to be a debrief after each session. Don't simply send them home right after. You should discuss the game for a bit together (yes, this involves talking about those dreaded feelings) and then ideally curl up on the couch together, eat chocolate-dipped strawberries and watch an upbeat movie or something. Shake off the bad feelings with a chat that acknowledges them and then let that negativity seep away. If you send people home right away, you risk them dwelling over something that you might not have even realised would strike a nerve. The last thing you want to do is inspire a night alone crying or a weekend feeling despondent. Hopefully this won't happen. By scheduling in that extra time after a session you increase the chances that it won't happen ... or that it'll at least happen in a way that leaves the player feeling supported.
Remember also that this type of game is about cartharsis. It's about experiencing something dreadful with the chance of coming out on top. While the world of The Cat Lady is pretty bleak with overworked support staff too indifferent to care, police officers who just don't believe you, and a general sense of grime and disillusionment, there is still the possibility of a decent ending. There's even a good ending, though it's harder to get.
Figure out those endings. At the very least, the characters should achieve some sort of closure before the story ends. To get the players invested in this sort of game and then leave the character without closure risks leaving the player without closure as well. A lack of closure leads to dwelling and no cartharsis. Avoid that.
Okay, so what if you just want to play a darker semi-mundane world involving tricky actions to take out the "Parasites" rather than focusing on evoking anguish in your players to help them (and perhaps yourself) achieve the sort of cartharsis people seek in tragedy?
Most of the advice you can get from any good old point-and-click adventure game can come into it here. Rather than successful skill rolls, think of it in terms of decision points. Should someone really have to roll to jump a fence? No. The question isn't "Can they....?" but "Do they....?" In this kind of game where failure (in the form of death) isn't the end you can certainly pre-plan decision points where failing to pay attention to environmental cues and doing something silly like slamming open the door to attack the knife-wielding psychopath automatically ends in failure.
Taking the dice out of it also throws the emphasis so squarely on decision making that players who are liable to throw themselves at things when they get frustrated will instead have to sit up and start paying attention.
Anyway, a campaign based around The Cat Lady or including elements of it, should appeal to Communicators the most.
Tacticians generally like to think their way through problematic situations so they can have a lot of fun trying to figure out what to do to get past their current "Parasite". Unfortunately some of them have problems with perfectionism and the fact that in a game like the Cat Lady you're bound to occasionally get it wrong before getting it right might not sit well with them.
Action Heroes might enjoy it for a short change of pace if they're into horror games but they will otherwise find it very frustrating to have to play an essentially vulnerable and largely noncombative character. Even if their character gets a gun they really shouldn't start to rely on it.
Explorers may enjoy the rather gritty and disturbing version of our reality, especially the unusual situation in the Death World.
Investigators will have their work cut out for them discovering the identity of the "Parasite", their modus operandi and the best way to survive their current predicament and take down the "Parasite". Unlike the Tactician whose focus is on success, an investigator's focus is on discovery so they're a bit less likely to get frustrated.
Communicators tend to come in one of two flavors - the political types who love to play their own little version of Game of Thrones (who won't love this game so much) and the psychological types who just want to crawl down the rabbit hole of their own character's and their other NPC's minds (who will absolutely love and adore this style of game).
If you want to check out the trailer, you can find it here. If you want to read up on the TV Tropes you can find them here.
For the next Game Translation, you have a choice of these: Blood Dragon, Gears of War, Dracula: Origins, Realms of the Haunting, Outlast or Dishonoured. If no one picks anything by next week, it'll be either Realms of the Haunting or Dishonoured.
If you want to see the list of games I've done thus far, you can find the Game Translation series starter over here.
Subscribe to:
Posts (Atom)