So I am reading this article (which is a blog I love dearly, mind you), and decide I want to reply to it. But sadly, it doesn't want me to post, as it seems to have a character limit on replies. Which saddens me, because as I look at it, I seem to have written a lot. Seems I was, oh, a few paragraphs over the limit.
Instead, I'm going to put my analysis of our group here. I guess this will count as my blog update for today? (Yesterday, technically, behind a day again!) I'm fairly sure you should know which category you fit into, if you're in my group.
Geez, how to describe my group. We have had an interesting lot over the years, but I think I'll just stick with the ones who play most often.
First of all is the person I would call the Fluff. I call her this because she is not very into the rules of any given system, despite having had the longest track record of playing with me. Her thing is that she tends to play rather reserved characters who are kinda-average dudes that don't really make a lot of hard decisions, and are by and large good at heart. She, like most of us, craves the experience of just *being* that character and interacting with the world, be it shooting something in the face, or just casually chatting it up with the other characters in the group. Her backstories are usually fairly lightweight and easy to deal with, often times to the point of frustration because she will give so few details that it can be difficult to tell what will engage her as a player.
Next is the Main Character. I call him this because in any given situation, that is how he will act. He sees the game as one would see a typical RPG game, with a singular main character who helps to drive the plot. This is a blessing and a curse, because if you drop a plot line in front of him, he'll snap it up like a fish eating a worm. However, this very same enthusiasm often causes friction with the rest of the group, because he will be trying to force the plot forward while the rest of us are still not ready to move onto the next "plot point", or while we are preparing to do something else. On occasion as a GM, I've been able to harness his impatience and made it work in the narrative - charging ahead in his giant warmachine inside a cave system, he sets off a trap that causes the tunnel to collapse, which actually causes more damage to the cave system overall, because his machine is so large and heavy. But sometimes, this very same impatience has ruined a many good scene, particularly when the 'spotlight' shines on other players, and his role is to not say anything and let the 'leader' do the talking, instead of actively antagonize the people we are dealing with. Success with this character are almost guaranteed - even with dice rollers, his luck is off the charts, and 95% of the time, if he makes a roll, he will succeed it with almost the best results possible. Great for moving the plot forward, but occasionally does not mesh well with the others.
Then there's the Comedian. Another guy I've known for awhile, he hasn't played for as long as some of us, but most of the time his characters are downright hilarious. I consider him to be invaluable to the games, because in a lot of our serious-business plots, he adds that touch of lightheartedness that is needed to help balance things out. I dislike playing games without him, because his sheer comedy value during the game is so necessary a lot of times to keep us engaged.
Then there is someone similar to the Comedian, who I guess I'll call the Teacher. That is kind of his role in life now, but in the games he often plays a similar amusing role as the Comedian, but spends more of his time looking for ways around a given situation that doesn't involve just shooting at its weak spot until it dies. As a GM, he has surprised me several times by looking at things he has created or acquired in the game, and applied them in ways I had not anticipated - but interestingly enough, by applying them in a way that correctly solves a given problem, and also helps to make the narrative that much more interesting.
Next, we have the Drifter. He's a great GM, if you can tie him down long enough to do something. He has a tendency to create something, then grow tired of it in short order as it is not quite what he originally envisioned, or it does not live up to his incredibly high expectations. An intelligent player, a great character creator, and an incredible penchant for backstories make for a guy I'd love to have in every game. But unfortunately, if a game (or his own character!) don't fit his vision perfectly, he is more likely to just give up and want to forget about the whole thing entirely, which is a real shame.
Lastly, there's the Storyteller. This guy is nothing short of amazing, because of the things his characters will tell you. This man is a social interaction king, and he is quick to pick up rules as well. But interaction is his real game, and the best part about any character he creates. Every character he makes has an immensely interesting backstory that works with the game world, and even better are the stories that his character comes up with, often on the fly, that both entertain and help to expand upon the gameworld itself. A regular fountain of knowledge, he can play dumb, he can play smart, and he can play a dumb smart kind of guy. Having him in the group usually means that when he's around, there will be someone who can engage with the other people in the world, and who will say things nobody would ever expect, and who will do things that shouldn't come as a surprise to anyone.
That's my group in a nutshell. The Drifter is hard to nail down, but I've found the Comedian and the Fluff manage to make a great combination together, and with the Teacher as well, we have a fairly stable group. Throw in the Storyteller, and you have a group of fellas that will entertain you from here and back - even if you never actually manage to leave the tavern floor.
Video Games and Tabletop RPGs ruined my life. But so have movies and computer graphics. These are my musings on them...
Thursday, January 5, 2012
Sometimes, I really hate blogger
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Wednesday, January 4, 2012
A new year, with a few new things
I had told myself that I wanted to get back into the habit of doing this thing again. As the holiday season has come to a close, I already missed the first monday update of the year - a sad thing, to be certain, but I believe it to be forgivable, given my life's recent upturn, and the surprising developments that have been taking place this year.
Today, I'll be just talking about a game system I have just recently discovered - so recent, I've just started skimming through it in the last hour. It is a game called Legend, and it can be found on Rule Of Cool, as if that didn't sound awesome enough already. It can basically be summed up as D&D 3.5, but with many of the design philosophies of 4E. A different approach from Pathfinder, which is D&D 3.5 improved and spiffified (yes, I just made that a word), Legend does something new and unique that I see as a bit of a game-changer in the game design philosophy.
As I may have mentioned, I've designed some game systems myself, and often I have found myself struggling with issues of balance. Legend approaches this with a fresh perspective: Every class has these things called "tracks". Tracks basically detail when you are granted abilities. This is similar to how Pathfinder and D&D 3.5 did things: Classes gained abilities at X level, some gained multiple at the same level. Later 3.5 and also Pathfinder introduced "class options", which let you trade some abilities for other abilities instead, as a way of mixing up the classes.
Legend, on the other hand, has decided that, by granting you three 'tracks', you can substitute one track for one in another class, in order to multiclass. I have yet to finish reading through this, but already this seems exciting to me. Additionally, because of this methodology, it also manages to solve 'power balance' between different races, or monster classes. Vampires, Lycanthropes, those sorts of things are resolved by utilizing one's 4th, "free track" that every character gets. You get a choice between a few different types of "normal variants", such as True Mage, Necromancer, or my personal favorite, Vigilante. Or, you can swap that to be something like a Vampire, or a Demon. Like traditional races, you get racial feats and ability modifiers. Unlike them, however, you also gain additional powers based on your level, or your 'advancement' along that track.
This makes for a very intriguing system, and at the same time, it also makes for a system that is fairly lightweight and easy to understand. If you are X level, and have these chosen tracks, then these are the abilities you have. Skills, HP, all of that are based on your "base" class. You can be a Barbarian with some Paladin tendencies, but your core abilities are all based off your Barbarian class, which is pretty nice. No more trying to remember how many skill points you got off what level, it's all standardized and easy for you to calculate, which is a boon.
But thanks to the whole Track system, you can now do things that were previously not acceptable. Now you can create your own "track" templates for players to choose to gain additional power from for specialized games. For example, if everyone is in a Space Marine game, everyone has to take the "Space Marine" free track, where they gain additional benefits and powers. Or maybe even allow them to choose from a few different ones. Doing this doesn't break the game whatsoever, which makes having to balance encounters not very difficult at all, since it is already built into the game itself.
Overall, this looks like a very awesome system, and I am rather excited to look it over. I know one of the first things I want to try to do with this system.
I want to play some fucking Kamen Rider. =D
*edit*
Oops, I forgot to mention quite possibly the coolest thing about this system: It is free. Yes, completely free for download. Of course, you can go ahead and donate (please do, if you can!). Proceeds go towards making more stuff, but mostly to Child's Play. In short, the money goes to a good place, but you don't have to donate if you don't want to. Or you can donate later if you like. Whatever you feel like.
So check this out if you can. It is very awesome, and deserving of at least some of your time.
Today, I'll be just talking about a game system I have just recently discovered - so recent, I've just started skimming through it in the last hour. It is a game called Legend, and it can be found on Rule Of Cool, as if that didn't sound awesome enough already. It can basically be summed up as D&D 3.5, but with many of the design philosophies of 4E. A different approach from Pathfinder, which is D&D 3.5 improved and spiffified (yes, I just made that a word), Legend does something new and unique that I see as a bit of a game-changer in the game design philosophy.
As I may have mentioned, I've designed some game systems myself, and often I have found myself struggling with issues of balance. Legend approaches this with a fresh perspective: Every class has these things called "tracks". Tracks basically detail when you are granted abilities. This is similar to how Pathfinder and D&D 3.5 did things: Classes gained abilities at X level, some gained multiple at the same level. Later 3.5 and also Pathfinder introduced "class options", which let you trade some abilities for other abilities instead, as a way of mixing up the classes.
Legend, on the other hand, has decided that, by granting you three 'tracks', you can substitute one track for one in another class, in order to multiclass. I have yet to finish reading through this, but already this seems exciting to me. Additionally, because of this methodology, it also manages to solve 'power balance' between different races, or monster classes. Vampires, Lycanthropes, those sorts of things are resolved by utilizing one's 4th, "free track" that every character gets. You get a choice between a few different types of "normal variants", such as True Mage, Necromancer, or my personal favorite, Vigilante. Or, you can swap that to be something like a Vampire, or a Demon. Like traditional races, you get racial feats and ability modifiers. Unlike them, however, you also gain additional powers based on your level, or your 'advancement' along that track.
This makes for a very intriguing system, and at the same time, it also makes for a system that is fairly lightweight and easy to understand. If you are X level, and have these chosen tracks, then these are the abilities you have. Skills, HP, all of that are based on your "base" class. You can be a Barbarian with some Paladin tendencies, but your core abilities are all based off your Barbarian class, which is pretty nice. No more trying to remember how many skill points you got off what level, it's all standardized and easy for you to calculate, which is a boon.
But thanks to the whole Track system, you can now do things that were previously not acceptable. Now you can create your own "track" templates for players to choose to gain additional power from for specialized games. For example, if everyone is in a Space Marine game, everyone has to take the "Space Marine" free track, where they gain additional benefits and powers. Or maybe even allow them to choose from a few different ones. Doing this doesn't break the game whatsoever, which makes having to balance encounters not very difficult at all, since it is already built into the game itself.
Overall, this looks like a very awesome system, and I am rather excited to look it over. I know one of the first things I want to try to do with this system.
I want to play some fucking Kamen Rider. =D
*edit*
Oops, I forgot to mention quite possibly the coolest thing about this system: It is free. Yes, completely free for download. Of course, you can go ahead and donate (please do, if you can!). Proceeds go towards making more stuff, but mostly to Child's Play. In short, the money goes to a good place, but you don't have to donate if you don't want to. Or you can donate later if you like. Whatever you feel like.
So check this out if you can. It is very awesome, and deserving of at least some of your time.
Labels:
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pathfinder,
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Monday, December 19, 2011
Why do the gods play games with mortals?
An odd thought occurs to me, and I should put it into writing, as it may be of use to myself later. Or to someone else, even.
Why do gods play games with men (or other mortals, I suppose)? There are many answers, perhaps as many as there are ways to interpret the question. In this case, I am referring to a pantheon, fictional or otherwise - a group of deities who seem to be important to the world at large, but yet appear to simply lounge around all day doing what? Playing complex chess games with mortal lives? Here's a stab at it.
Some people say they do it because they are bored. And while this may be a contributory factor in the equation, it is not necessarily the only reason. Often times, it is as a 'contest', where one god may bet against another. But what is the primary reason for these games? The answer is surprisingly simple, really. It is because, with all of their omnipotence and infinite wisdom, there is one thing that the gods cannot do: Agree on anything.
The basis of any good pantheon of gods is that you have a myriad of deities, often on two or more distinctly different sides. In D&D terms, this would be the difference between your good and evil gods, your lawful and chaotic ones, and your neutral guys who just want to chill out. But what is the purpose of a god? Everything must have a purpose, and I am wondering if perhaps we've been giving gods the wrong sort of shine. Yes, they are all-powerful. They do what they want, when they feel like doing it, and to hell with anyone that might disagree. Sorry, did you just say something to me? Bam, you're a cockroach, enjoy the rest of your life, simp.
What's that lady? You don't want to have hot wild sex with me? Screw you, I'm going to turn into a swan and screw your brains out anyways. Oh Zeus, you always were a bit of a cad. But in fiction, a lot of gods tend to follow this pattern - just really big, powerful jerks who do what they do, and whose pantheons physically interact with the mortal realm, often with disastrous consequences.
There are many different takes on pantheons, and why the mortal world exists. Often times, it is the gods that created the mortal realm. Other times, someone before the gods, who then later came and took things over. Or sometimes the gods consist of mortal beings who ascended to a higher plane of existence. In this particular case, let's just assume that a group of individuals have been together for most of existence. A lot of times, pantheons are depicted as being something similar to a big dysfunctional family. I like that, so let's roll with that.
For argument's sake, let's just say there are 26 people all living under the same roof. And of course, not everyone is going to get along. Almost never works out quite that way. Arguments ensue, but there has to be some way to get some answers laid down. Well, you're a god, you can do anything you want. Add fifteen rooms to the house, destroy them, whatever it's all good.
Except that, well, how can you decide anything when everyone can do the exact same things everyone else can? How do you decide if the walls should be pink or beige or aqua? What are you going to do, fight over it? You're both invincible. It would be an exercise in futility to try to duke it out - you'll be sitting there for thousands of years until someone finally decides the argument isn't worth it anymore, and then the victory is bittersweet, because everyone else is getting agitated because you're just stinking up the rest of the household all the time. You need a way for everyone to kind of get along. Some sort of common ground that everyone can relate to.
Enter the mortal realm. Okay, so you've got 26 different people, all in the same home, all with the exact same powers. But you need to try to make things livable, because quite frankly, it is really pretty annoying when people are sitting around bickering for thousands of years over how they failed to properly utilize the color scheme in the foyer. So, the heck with it, it's obvious you will never decide things on your own, without some form of outside assistance. So you decide to set up a game of sorts, one where you can't use your powers, because that would make the game pointless.
In short, it is a game where you choose a champion, and let *them* decide for you. That way, no one can really be angry, because it's sort of like the lottery - you either pick the winning number, or you don't. You'll win some, you'll lose some.
So everyone pitches in, and helps creating this thing - obviously, they have to make it so that the game is advantageous to them, while at the same time disadvantageous towards the others. So everyone plays a part in the creation process: some races are really super tough, but also super short, but really smart, but also have to make themselves dumb all the time with something they drink. Oh hey, let's make all of these things super frail, and require them to eat and drink and even sleep! That'll give everyone an advantage. Oh but my guy doesn't need to sleep, he's immune to that. But of course, now he has no such thing as free will, and as a result is dumber than a box of rocks.
Over time, you wind up with a world of mortal beings, going about their daily lives, thanks to the parts that the gods played. Over time, the 'game' grows more complex. Stakes may grow higher, politics may jump into things, and tempers may flare. But the one rule is pretty unshakable: The gods cannot directly intervene. Because to do so would ruin the fragile balance that they all have struck with one another. Everyone is invested in this thing, some maybe more than others. But despite being all-powerful, despite being capable of doing anything in the world, they still will require mortals to make their decisions for them - because otherwise, there would be no way they could all agree with one another.
It's just a fact of life. Even the jerk who would want to knock down his sister's sandcastle realizes that there is no winning or losing outside of the game - only endless bickering and arguing. Yes, you may not like them, but the fact is, you're stuck with them for all of eternity. All of it. You can't just run away, because there is nowhere to run to! So, the best you can do is try to get your hits where you can get them, and play the game, and see how much influence you can wield by the mortals that you choose to focus your attentions on.
Ironic, in a way, that the ones who created this world, and to whom are often asked for guidance from, are in fact the very same ones looking for that exact thing from the mortals they preside over.
Free will is a very real thing in this world. In fact, it may even be the most important thing! Because without that allowance of 'free will', the gods would just be playing themselves, and that would hardly be sporting. It would be cheating, and would go against the atmosphere of the thing. Not to say someone won't try to cheat at some point, and some gods will. But those who are caught (and often are) wind up having their next game penalized, either by virtue of losing 'votes', or by not being allowed to participate in the next vote.
Small games often decide very simple things, and are often equated to a bet of sorts. This is along the lines of, "I want to sit in that chair today." "Okay, I'll let you if that little guy manages to beat the living crap out of that tall dude." "Cool, you're on." And suddenly, the gods are taking an interest in a seemingly-normal bar brawl. Other times, some of the gods may team up, asking to make a change to the world itself - or to their home, even. Those may be games whose decisions are solved by entire wars between kingdoms, who may have bits of guidance from those on above, hoping to manage to eke their way to a victory below, so that their team wins the vote they are looking for.
I like to think this is a very fascinating concept. It makes the gods all-powerful and important, but yet it answers the very simple question as to their motivations. It isn't that they care - in fact, they care a great deal. But at the same time, because they care so much, they cannot act, because to do so would to be going against the very reason that they created the mortal world in the first place.
It's like making a rule, and then saying you can never break this rule. And then having someone ask you to break that very simple rule. It is just something that can't be done, because to break the rule that one time, it would invalidate everything.
Unless, of course, everyone else agrees to let the rule be broken. Just this once. Which may, in turn, spawn other contests if there is a stark division between the teams, who cannot come to a conclusion if the rule should be broken. Or if someone should challenge it.
And now, you know why the golds play games with mortals. It is because that is the mortals reason for existence. But fret not, because you shouldn't worry too much about it all. Your life is your own. The only thing that you need to know is that your life is quite meaningful in some way or another. Don't worry about the gods, and how you fit into their 'plans'. Because really, whether you were going to 'fit in' or not really doesn't matter.
What matters most is, you have a life, and you should live it out as best you can. And if, by some miracle, you can help the gods arrive at a decision somehow, then that is something praiseworthy.
Why do gods play games with men (or other mortals, I suppose)? There are many answers, perhaps as many as there are ways to interpret the question. In this case, I am referring to a pantheon, fictional or otherwise - a group of deities who seem to be important to the world at large, but yet appear to simply lounge around all day doing what? Playing complex chess games with mortal lives? Here's a stab at it.
Some people say they do it because they are bored. And while this may be a contributory factor in the equation, it is not necessarily the only reason. Often times, it is as a 'contest', where one god may bet against another. But what is the primary reason for these games? The answer is surprisingly simple, really. It is because, with all of their omnipotence and infinite wisdom, there is one thing that the gods cannot do: Agree on anything.
The basis of any good pantheon of gods is that you have a myriad of deities, often on two or more distinctly different sides. In D&D terms, this would be the difference between your good and evil gods, your lawful and chaotic ones, and your neutral guys who just want to chill out. But what is the purpose of a god? Everything must have a purpose, and I am wondering if perhaps we've been giving gods the wrong sort of shine. Yes, they are all-powerful. They do what they want, when they feel like doing it, and to hell with anyone that might disagree. Sorry, did you just say something to me? Bam, you're a cockroach, enjoy the rest of your life, simp.
What's that lady? You don't want to have hot wild sex with me? Screw you, I'm going to turn into a swan and screw your brains out anyways. Oh Zeus, you always were a bit of a cad. But in fiction, a lot of gods tend to follow this pattern - just really big, powerful jerks who do what they do, and whose pantheons physically interact with the mortal realm, often with disastrous consequences.
There are many different takes on pantheons, and why the mortal world exists. Often times, it is the gods that created the mortal realm. Other times, someone before the gods, who then later came and took things over. Or sometimes the gods consist of mortal beings who ascended to a higher plane of existence. In this particular case, let's just assume that a group of individuals have been together for most of existence. A lot of times, pantheons are depicted as being something similar to a big dysfunctional family. I like that, so let's roll with that.
For argument's sake, let's just say there are 26 people all living under the same roof. And of course, not everyone is going to get along. Almost never works out quite that way. Arguments ensue, but there has to be some way to get some answers laid down. Well, you're a god, you can do anything you want. Add fifteen rooms to the house, destroy them, whatever it's all good.
Except that, well, how can you decide anything when everyone can do the exact same things everyone else can? How do you decide if the walls should be pink or beige or aqua? What are you going to do, fight over it? You're both invincible. It would be an exercise in futility to try to duke it out - you'll be sitting there for thousands of years until someone finally decides the argument isn't worth it anymore, and then the victory is bittersweet, because everyone else is getting agitated because you're just stinking up the rest of the household all the time. You need a way for everyone to kind of get along. Some sort of common ground that everyone can relate to.
Enter the mortal realm. Okay, so you've got 26 different people, all in the same home, all with the exact same powers. But you need to try to make things livable, because quite frankly, it is really pretty annoying when people are sitting around bickering for thousands of years over how they failed to properly utilize the color scheme in the foyer. So, the heck with it, it's obvious you will never decide things on your own, without some form of outside assistance. So you decide to set up a game of sorts, one where you can't use your powers, because that would make the game pointless.
In short, it is a game where you choose a champion, and let *them* decide for you. That way, no one can really be angry, because it's sort of like the lottery - you either pick the winning number, or you don't. You'll win some, you'll lose some.
So everyone pitches in, and helps creating this thing - obviously, they have to make it so that the game is advantageous to them, while at the same time disadvantageous towards the others. So everyone plays a part in the creation process: some races are really super tough, but also super short, but really smart, but also have to make themselves dumb all the time with something they drink. Oh hey, let's make all of these things super frail, and require them to eat and drink and even sleep! That'll give everyone an advantage. Oh but my guy doesn't need to sleep, he's immune to that. But of course, now he has no such thing as free will, and as a result is dumber than a box of rocks.
Over time, you wind up with a world of mortal beings, going about their daily lives, thanks to the parts that the gods played. Over time, the 'game' grows more complex. Stakes may grow higher, politics may jump into things, and tempers may flare. But the one rule is pretty unshakable: The gods cannot directly intervene. Because to do so would ruin the fragile balance that they all have struck with one another. Everyone is invested in this thing, some maybe more than others. But despite being all-powerful, despite being capable of doing anything in the world, they still will require mortals to make their decisions for them - because otherwise, there would be no way they could all agree with one another.
It's just a fact of life. Even the jerk who would want to knock down his sister's sandcastle realizes that there is no winning or losing outside of the game - only endless bickering and arguing. Yes, you may not like them, but the fact is, you're stuck with them for all of eternity. All of it. You can't just run away, because there is nowhere to run to! So, the best you can do is try to get your hits where you can get them, and play the game, and see how much influence you can wield by the mortals that you choose to focus your attentions on.
Ironic, in a way, that the ones who created this world, and to whom are often asked for guidance from, are in fact the very same ones looking for that exact thing from the mortals they preside over.
Free will is a very real thing in this world. In fact, it may even be the most important thing! Because without that allowance of 'free will', the gods would just be playing themselves, and that would hardly be sporting. It would be cheating, and would go against the atmosphere of the thing. Not to say someone won't try to cheat at some point, and some gods will. But those who are caught (and often are) wind up having their next game penalized, either by virtue of losing 'votes', or by not being allowed to participate in the next vote.
Small games often decide very simple things, and are often equated to a bet of sorts. This is along the lines of, "I want to sit in that chair today." "Okay, I'll let you if that little guy manages to beat the living crap out of that tall dude." "Cool, you're on." And suddenly, the gods are taking an interest in a seemingly-normal bar brawl. Other times, some of the gods may team up, asking to make a change to the world itself - or to their home, even. Those may be games whose decisions are solved by entire wars between kingdoms, who may have bits of guidance from those on above, hoping to manage to eke their way to a victory below, so that their team wins the vote they are looking for.
I like to think this is a very fascinating concept. It makes the gods all-powerful and important, but yet it answers the very simple question as to their motivations. It isn't that they care - in fact, they care a great deal. But at the same time, because they care so much, they cannot act, because to do so would to be going against the very reason that they created the mortal world in the first place.
It's like making a rule, and then saying you can never break this rule. And then having someone ask you to break that very simple rule. It is just something that can't be done, because to break the rule that one time, it would invalidate everything.
Unless, of course, everyone else agrees to let the rule be broken. Just this once. Which may, in turn, spawn other contests if there is a stark division between the teams, who cannot come to a conclusion if the rule should be broken. Or if someone should challenge it.
And now, you know why the golds play games with mortals. It is because that is the mortals reason for existence. But fret not, because you shouldn't worry too much about it all. Your life is your own. The only thing that you need to know is that your life is quite meaningful in some way or another. Don't worry about the gods, and how you fit into their 'plans'. Because really, whether you were going to 'fit in' or not really doesn't matter.
What matters most is, you have a life, and you should live it out as best you can. And if, by some miracle, you can help the gods arrive at a decision somehow, then that is something praiseworthy.
Labels:
creativity,
fun,
game design,
game mastering,
gaming,
homebrew,
rpg,
storytelling,
tabletop,
writing
Friday, October 7, 2011
GM Style: Add More Characters
So I was reading a blog post over at my favorite gaming blog, Gnome Stew, that was talking about how long people should wait to introduce new characters. Reading through some of the comments, as I occasionally do, I started seeing some very intriguing possibilities for the major game I run, Roguelife. The idea is that they have a ship full of characters, but I've been saying for some time now that the ship itself is understaffed - it's a pretty large ship, but the group doesn't really have the cash to allow a large number of crew on-board (though with some recent windfalls, I'm sure that could change). But the problem still remains: they're still running on a skeleton crew, and that is going to start biting them pretty soon, once they start to realize *spoilers*.
Anyhow, this got me thinking about how we could add more named NPCs to the roster while maintaining a good connection for the party. I've discussed with my players several times that it doesn't make sense for them to have certain PCs going on the 'away missions' - the talker is not a very good shooter, for one thing, and the mechanic is very good at very nearly getting herself killed at every turn. So I asked a couple of my players a question to get the ball rolling: How would they feel if I randomly handed them character sheets with a paragraph of description at the bottom and said "here, play this character"?
To my surprise, the two I was talking with openly embraced the idea, which gives me hope that the others will see it this way as well - and if they aren't, nothing is stopping their characters from participating. But this method will help to enforce the harsh idea that yes, they *could* die at any given time, and at least this way, if they do bite the big one, it will make it a lot easier for them to pick up another character, since they'll probably have a favorite secondary they could use instead, should, god forbid, their main character die.
This makes things very interesting in another way, though: it also makes it possible for us to start using other scenarios, such as "Dave got critically injured during the last mission, and can no longer participate... you're going to need to take someone else with you this time to fill his place." I think this makes for a very interesting scenario, and gives the players some breathing room - especially in a game where healing is something that only occurs naturally.
So, if you are thinking about trying to shake up your game a little bit, tend to use a mission-based structure for your game, and are in an environment where you are utilizing a large group mechanic (such as on a spaceship of sorts or military organization, etc), or are playing in a high-stakes game, maybe you can consider this approach.
I think I'll refer to this method as the 108 Stars approach, of Suikoden fame. Because really, that was one of the ideas I had in my head when I initially gave my players access to a functional spaceship all those sessions back. Allowing the players to control multiple PCs just makes that 108 stars dream that much easier.
As a tangent, I could force the players to create additional PCs - albeit at a much lower level - and force them to 'level' these side characters. Everyone should still gain some amount of inherent XP gain over time - but participating in the missions grants them a much larger amount of XP.
The other great thing about this method is that I can finally do away with the whole individual rewards system - and instead the entire ship as a whole gains the rewards, to be split not fairly, but to be used purely for the ship itself, and any equipment the group may wish to maintain. This has many benefits associated with it, I believe, such as being able to reward themselves with special equipment upgrades on occasion. After all, right now most of the PCs money tends to just get funneled back into the ship anyways (where it should be, really). It just seems like the next logical step to me.
I like to imagine that, much like some NPCs I had planned, that these additional characters would have price tags associated with them as well, allowing for some great amount of variability. PCs pay themselves a certain amount for participating in the missions - everything else goes towards the ship fund (which is kind of how it works right now already). For lower-risk missions, they could go send out some lower-level NPCs instead of their mains, who are probably busy with doing administrative bullshit, or working on far more important things.
It also makes it very easy to segue into a separate side-game temporarily in case the main group is on a mission that requires a specific player who is currently not present.
Lots of great ideas from this, and hopefully someone else manages to think of some others. Personally, I am excited by this prospect, and I hope that it will spread to my players as well. I have a lot of awesome things I'd like to do in the next act, so this will just make it even easier for me to make the stakes that much higher while not worrying too much if someone might die.
Of course, I'll also need to make some NPCs of my own, but I'm looking forward to that a little bit. There's something nice to be said about giving yourself strict limitations you cannot work around, or being able to craft character sheets that have a little something unique about them for the players to enjoy as well, on occasion.
Like allowing one of the players to control the military-grade assassination droid that they re-purposed.
It's the little things in life which give me the most joy, I think.
Tuesday, October 4, 2011
Try Something New
Sorry for the long break. (Who am I saying sorry to? The Internet itself? Myself? The blog? Perhaps all of that.) Being sick took more time to recover mentally than anticipated, but I need to force myself back into the swing of things, so here we go.
Sometimes, you just need to get out and try something new. I've started coming to this realization that my life is getting to be a bit too samey. While samey can be kind of nice, when it starts to fall back on the exact same kind of samey, it gets irritating - understandably so, since it means that you aren't growing.
It can be something as simple as going out someplace public you haven't been to in awhile - for me, it was the flea market I used to go to a few years back. Still pretty nice out there, and man was there all kinds of fantastic junk to be found (the best part of flea markets, really!). It really started to get the gears a little oiled, and kind of helped me shift perspective a little.
The mind is a funny tool, because it can put things together in very odd ways that don't always seem to make sense at first. I guess it's because the brain works on the substitutive property or something like that. Basically, it sees something and analyzes it in many different ways - it's like finding out you've got a round hole, and then taking every single square peg and trying to mash it in there any way it can, until it gets something that kind of works. Eventually, something clicks - maybe because it just happened to be the right sort of peg, or maybe because your brain found a way to actually smash that sonofabitch in there.
Don't mind me, because this is where I probably ramble on a little bit before I get back to my point. Anyways, on occasion your brain will consciously re-analyze these things and ask itself, why does this thing work? Or if you're real fortunate, what else can I apply this particular thought to?
The thought this lead me to was that a lot of people do things like run flea market stalls probably because they love what they do very much. After all, I can't see a lot of those places making a ton of money. One particular place that caught my eye, though, was a fairly large showroom of paintings a man had done himself. He had so many of them that they were also placed out in the hallway itself in a long row outside the shop. I imagine he likely didn't sell very many of those paintings... but why have a shop if you can't sell something?
Probably it's just one of those things where the money doesn't matter - it's the act of doing something you enjoy and then letting other people take it in that matters most. It makes me wonder what *I* enjoy doing that I can share with other people.
Probably it's just one of those things where the money doesn't matter - it's the act of doing something you enjoy and then letting other people take it in that matters most. It makes me wonder what *I* enjoy doing that I can share with other people.
Which leads me to the whole point of this post: doing something different can yield some very interesting results. People tend to be noticed if they are doing something that most other people aren't doing - or by doing something particularly well. Even moreso if they are doing both at the same time. So I'm thinking to myself, what is the one thing I love doing at any given time? That leads me back to a thought I had earlier in the week, which is that I seem to feel a lot better if I take some time to just hum to myself. Sing, almost. I get these amazing pieces stuck in my head sometimes, and it just wants to flow out, yet I tend to deny myself these urges because it's... well, weird, to be frank.
But maybe that's just my brain trying to tell me something. Maybe I need to make some music again. There's nothing wrong with making a bit of noise once in awhile - particularly if that noise turns out to be something.
So I'm finding myself going back to try to teach myself some things I tried to learn many years ago, long before college. I've got this whole 3D thing figured out, maybe I ought to take some time to learn this music thing. If the songs in my head are so inspiring to me, then maybe it would do me a world of good to try to digitize them, slap them on repeat, and see what my brain can churn out then.
Sometimes, doing something different can yield some very interesting results. So go out and try something different, and see if something new occurs to you.
As a side note: Sweet Genius is a pretty good show, and has also started to shift my thought process some. Not because I'm a cook mind you (I'm not all that good at it), but it does get the creative gears going, as the main goal of the show is "Take these ingredients, get inspired by this object, and make something amazing."
If your mind is open to it, interesting new ideas can pop up many places. So go out and inspire yourself, and see what happens.
I'm going to try to start updating this thing three times a week again. Since I plan on doing some organizational things soon, perhaps a post or two about finding new ways to organize might be in order or something. Who knows, I might just find it useful again someday.
And just because, a quote from a commercial that also seemed to strike a chord with me: "What if someone had told Beethoven 'that symphony should have been done weeks ago?'"
Great things take time, so learn to take your time... and best utilize it, I suppose.
Great things take time, so learn to take your time... and best utilize it, I suppose.
Sunday, September 25, 2011
Ugh, Get It Away!
Some observant people may have noticed I haven't posted anything in awhile. Other observant people may have been able to attribute this to my being sickly as of late.
Here's the thing about me getting sick: It doesn't happen very often, and when it does, it tends to hit me pretty hard, but it takes a long time to catch up to me. Which means it drains my energy, and makes it nigh impossible to do anything remotely resembling something creative.
Though in the last few days, I've stumbled across some rather interesting things, so I'll just gush on them real fast.
First of all, witty and vulgar comes the Myths Retold blog. It's pretty rad, and kind of historical. Sort of. Maybe not so much. Through reading some of these entries, it led me to my latest art crush, Gunnerkrigg Court. I have to admit, it's got quite the archive, and at first I wasn't certain I would be a fan of it. A few chapters in, though, and I was hooked. It's a shame I've already made my way through the archives and caught up to current - seems like this story is going to be going on for quite some time.
I've also taken the time to catch up with the good ol' Doctor Who. Completely loving what's been going on, but my favorite episode of the season is still the one Neil Gaiman wrote: The Doctor's Wife. Still, despite that, the season looks like it will be wrapping up nicely with the death of the Doctor... or will it? I've got a lot of ideas as to where they can take this, and after the preview of the next episode, I think I can safely say there is definitely a whole 'nother season coming around soon enough.
That's probably as much as I'm getting out at this point. Sinuses are still being a bother, but maybe once this passes I'll be able to do something resembling creativity - and maybe even update this blog regularly again.
Labels:
art,
blogging,
comics,
creativity,
fun,
television
Friday, September 16, 2011
Inspiration: Find It Any Way You Can
Missed wednesday's post - I'll try to make it up by doing a second entry tomorrow night, possibly after whatever game has been run. Tonight, I'll be (finally) talking about some 3D modeling.
It isn't easy, first of all. It looks easy, of course, but the thing is that you can do pretty much anything with 3D. That's the problem, really. There's so much to learn, you can spend a decade and still not know everything there is to know about the things you can do with it as an art form. Just mastering the very basics takes forever - four years of art school and let me tell you, after nearly three years of that playing with programs like Maya, I've still got a lot to learn.
Because there is so much to it, it puts people off. Infinite complexity means nothing if you can't wrap your head around some part of it. For the longest time, I've been depressed over just how horrible my models tend to look - they look too bland, to me. Now, I think I can understand why: a good model means absolutely nothing without an amazing texture to go with it.
Which is kind of the whole point of this post tonight, I suppose - finding new ways to inspire creativity in yourself. Some time ago, I was curious about "how do I do this?" or "How can I solve X problem in a manner that pleases me?" Such topics include rendering a beautiful, lush field of grass that doesn't look like crap, or like someone threw a texture on the ground. Other topics included things like using textures that look crisp and sharp.
That was my problem - I didn't fully understand the render nodes. For the uninformed, render nodes are basically little tree-like diagrams connected sort of like a web. Things connect in different ways, until you get to the very top node (or the root, if you will), which is what you use to slap onto an object. Suddenly, voila, you have a texture on your thingus! It's akin to magic, or so I am told.
Last night, I took some time to sit down and try to re-educate myself on how I can use these to create amazing-looking textures without making everything look so cookie-cutter. One such instance of this is when you are looking at some wood cabinets. Sure, if you get some pre-fabricated cabinets, sometimes they use the exact same mould for all of it - which makes everything look all the samey. Real wood cabinets, however, have distinct and varied patterns - no two pieces are the same, though they will usually share some similarities.
Using the pre-made "wood" shader in Maya is no good, as I have now come to learn. There is nothing 'standard' in 3D (another pitfall, I am finding). Everything must be custom-tailored to one's needs in any given project (which of course makes it more difficult, since you must know everything in order to proceed in any given project). However, knowing how to tweak it is something entirely different - you can get some amazing results in a fairly short order if you understand the purpose behind the nodes you are given, and how to utilize them properly.
Of course, now that I understand how to properly use this one little thing, it's got me thinking in a completely different direction... now I am starting to see how I can use this for *other* objects. Metal textures, rock textures, anything that has a distinctive pattern to it that needs to be varied but similar, the possibilities are starting to swirl about in my head.
Sometimes, taking a step back and looking over the things you've done in the past is a good way to re-inspire yourself. Look back, sometimes, and ask yourself: Was there something I wanted to learn but forgot about? Can I find a solution to that problem now?
You never know - you could surprise yourself.
You never know - you could surprise yourself.
As a side note: if I ever manage to get something half-decent as a render (likely a simple object), I'll probably throw it up on the internet somewhere and link it here. I'm likely to start with things like tables and cabinets and desks, just to make it easy on myself and to get a feel for how to really make something shine. Then, maybe I can tackle dynamics... because knowing how to produce life-like flames is freaking amazing.
You can quote me on that one.
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