Tuesday, 26 June 2007

What's good or bad about Convention games

I had a brush with tournament style rules (a choose-your-stats D&D where CHA was made useful by controlling how many times the player could speak during the game) at the first Dragonmeet I went to (c1980); and didn't stop to play. I've only actually played or run “delegate organised” games, haphazard pick-ups that were at worst forgettable.

What makes for a Sense of wonder moment?

Thinking hard on this one, I think I can honestly say that the only gaming related sense-of-wonder experiences I can recall have been while reading the books, or maybe a decade ago (c.1991), trying to infer Glorantha trivia with a similarly minded friend. GMing is always looking at the scenery from the wrong side; and as player, the charge I used to get was adrenalin highs from chancy combat.

One how not to do it with a really nifty setting is to play tour guide. Taking one example from experience, visiting Tada's High Tumulus in game is likely to concern itself more with logistics than any “gosh wow” one might derive from taking the old RQ2 Prax map and talking out the consequences of assuming that it depicts the tumulus to scale, never mind whether the other players are or are not Glorantha groupies at the time.

(How) do you limit the spectrum of choice of PCs

My first reaction was: Doesn't everyone, at least when it comes to “genre appropriate”? But then I remembered the Arduin Techno character class. The real limitations I'd impose along with genre are “able to get along with all the others” and “plausibly sane” which are both fairly vague; and usually unspoken or implicitly expected of players. I have done “no non-humans” as an explicit limitation in D&D games, but that has been a part of the setting — I've deleted the damned clichés and added in different races without the usual baggage of preconceptions.

I don't really recall any significant player reaction; the general principles are part of the cooperative playing style that evolved fairly naturally; a style that led to “Does not compute!” reactions when later once faced with Paranoia.

There are a couple of instances where I should have limited but didn't — vetting character secret agendas up-front for the Vampire game (rather than having it explode into five separate solo stories), or helping a player doing a one-off appearance in out mid-80s Champions game who had no experience of the superhero genre to build a superhero rather than a fantasy character.

How would you treat sentient plants?

Should they be mobile? how would they communicate? How would they react to harvesting their fruit?

I never so much as considered this sort of thing in any of my games, even though Ents, the Aldryami, and the various plant peoples in Stapledon's Star Maker were part of the genre background. (My exposure to the possible motile sentient plants of SimEarth came only shortly before my burnout.) But I do have one war story about them.

It was one of our “armageddon” games — a bring a couple of characters for a wild weekend's gaming — back in the mid 80s, aimed at superheroes and using Champions. As some players were lacking any Champions characters, they brought along character concepts for statting up. One of them was Pete Windsor's character, Falain, a sentient, motile tumbleweed, with a Judge Dredd-style hoverbike — apart from that it was generally a Pete character (aligned chaotic-daft); apart from its making disparaging comments about animals (the other PCs), I can't recall any other details at this decade-plus remove. ISTR that was also the game where another player had a swarm of killer bees — People's Attack Regiment #5 — with a yellow rain area effect NND.

Not quite a sentient plant war story — One player's non-gaming wife, had managed to take on board, from games being held at their house, that Gloranthan elves were walking sentient plants; so some while after the Glorantha game crashed, and we were playing Shadowrun, she commented, à propos of something that the elf street samurai did “But aren't you supposed to be a lettuce?”
The character was ever after known as the Electric Lettuce.

Monday, 25 June 2007

Memorable games

So what does make a game memorable? And is it for the right reasons? This is an essay I wrote for the 300th issue of the venerable treeware publication, Alarums & Excursions.

To a first approximation, games from the long ago were either great or forgettable; while more recent ones have been so-so or dreadful. Asking which were more enjoyable than more recent memorable ones is, on one level, facile. The true question is “why did it stop being good?”

I feel a major factor is that the early games were run while innocent; later games cannot regain that state of grace.

Although I got into D&D in late '76, I just tinkered with game systems for the next couple of years primarily because I didn't find a group I wanted to join whose schedules meshed with mine (i.e. not an all-nighter every Sunday), and actually did more than one or two sessions before folding. So the '78-9 when I finally got into a regular game, and got a character through more than a couple of levels was the real start of my practical experiences. Yes, it was a dungeon crawl, with maps kept neatly on graph paper, one 2mm square to the pace, with one-pace-thick walls, and I couldn't repeat it and enjoy it these days — but, oh!, the memories!

  • Like the time some randomly encountered mage dropped an Ice Storm (not your wimpy D&D version, but an proper area-denial spell doing a few dice per 2s melee round for several minutes) on the party, and Ororo (my elementalist) tumbled out of the room at his feet with just a handful of hitpoints left, and had to do a highly risky fast-cast Dimension Door to get the hell out of there.
  • Like the infamous 36+ hours with only a few cat-naps post-exam Overland Expedition to the fabled Crystal Pyramid — so we were getting stoned on sleep deprivation by the time the characters reached their goal — and dealing with the thousands of vampire bats arising from the trees ringing the pyramid — one mage's owl familiar strafing them with a wand of fireballs (“How many charges are you using?” “As many as it takes.” “30 seem reasonable?”), and mopping up stragglers by waiting until flocks were strung out chasing flying mages, and then Cone of Colding them. Plus the escape from the surrounding gardens with the wagon train going hell-for-leather ahead of a horde of nasties — ropers, shambling mounds, probably more — and the STR37-equivalent Knock Ororo cast (involving major rolling up an open-ended 20 on the casting roll) to blast open the gate to get out of the surrounding garden.
  • Like the time when, lacking other healing, and with the front line fighters well down on hit-points, we broke out the herbal tea acquired from a group of pot-head pixies from the Planet Gong — which did the healing required, but left them stoned and chatting amiably with the guy in black leather with a guitar who strolled by. Meanwhile the rest of us were having to deal with a type V demon and her friends.

About the only early memorable negative I can remember is the campaign where characters were assigned, rather than rolled or designed, and when the GM presented us with what was in effect the script outline for the campaign's second season, everyone declined.

And so we fast-forward over the 80s. More recent memorable gaming incidents from the early to mid 90s (i.e. as recent as they get) are somewhat different, such as

  • Having designed a character in a 60's spy genre campaign to complement the skills of the team (the other characters were a boffin and a proper secret agent) a hippy with a VW bus who was mainly a driver/mechanic with a bit of Kung Fu on the side (having to have some combat skill, but with stats in the Star Wars based system being used that made firearms a liability), we found out that the villain organization, Paradox, was actually from out of paratime. Essentially without exception, the parallel worlds encountered either had vehicles that even the boffin couldn't figure out how to tinker with, or used horses. It was bad enough violating character when the agent's player — who did fine with the suave jet-setting role-play aspects I can't handle — couldn't remember the genre clichés required to pull off the field operations! I didn't want also to buy, from an unfavourable base, a duplicate of the other characters' strong points. So I gritted my teeth and made a silent protest by usually leaving 2-3 sessions worth of xp unspent, and never — at least never voluntarily — improving firearms skill (I can't remember if towards the end I was forced to). To cap it all, he kept on getting into situations where his hair got cut and beard shaved, while none of the other characters were exposed to any equivalent indignity.
  • The RQ2.8 (later Pendragon based) Glorantha game which involved a little bit of sightseeing, and a lot of running away from small groups of trollkin, while acting as gophers for the agents of the aides of the people who looked like they might actually be the ones going to make a difference in Dragon Pass. And including a shameless bit of coerced power-gaming (having been knocked over by a werewolf while companions were dealing with its packmates, I DI'd out — and then rather than let me fold my hand with a POW 2 character, I was argued into buying POW by the process of buying a spell, getting a POW check from the spirit combat, forgetting the spell to free up INT, lather, rinse, repeat). Pendragon made things worse in that it went from having to take a couple of volleys from emplaced trollkin slingers when closing to melee from extreme range to dozens. This destroyed my faith in a couple of game systems and a world that had been for many years almost a gold standard to me.

Those weren't the entirety of my playing during the 90s — there was an AD&D2 gritty Central European campaign, which fell over when the first story arc concluded and the characters were converted to Ars Magica; but I was playing like a lump all through and never really got drawn in. About the only thing that sticks in mind as exceptional was finding that after the systems conversion, my Uruk-hai warrior was even more heedless of damage than she had been before (Soaking all of an attack doesn't whittle away any hit-points). Another Ars Magica game started when 4th edition came out, but I just zoned out when faced with assigning skills for my magus, and never finished chargen (having no good idea as to what level was beginner, what competent, what expert).

Note that all the above events have been from the player perspective, where the visceral experiences have been, even if in the latter days it was desperately trying to prevent my frustration bursting out in a fit of petulance that would be more appropriate to a two year old. GMing has always been a much more cerebral pursuit, since I can see the hidden side of all the stage scenery, and have to manage the cast of thousands. I know I've GMd more than I've played, but the olden days on that side of the table are lost in the haze, with very few flashes where an incident has remained clear in memory. All I know is that I must have enjoyed doing it, even if designing a session was mainly an issue of setting up two fight scenes and threading them together.

I have more positive memories of later GMing — the catharsis of the AD&D2 modules I ran (the Horde campaign) after the RQ mentioned above; the quiet satisfaction of watching the players thinking their way through a run of Shadowrun modules (when those used to be good); the ambiguous Vampire run, which was technically well executed, albeit at the cost of far harder work than the result justified.

And then there was the worst — a few sessions where I foolishly agreed to GM because no one else had anything ready, and after frantic ad-libbing I just burned out hard.

So, after all that, the conclusions? That the really good experiences were early times, with no preconceptions. Yes, the PC was just a thin proxy — I know the adrenaline was pumping when rolling for the DimDoor, but at the same time I was thinking how long it would take to work a new PC up to the same level — what I was fighting for was to protect an investment in playing time. Later games also suffered under the load of raised expectations while familiarity was breeding contempt — a feeling of “once you've gotten a mage to 12th level, doing the same again is just going through the motions”.

And then there was role-playing in the character crafting sense rather than “my tactical role is as combat air patrol” which was good enough for Ororo at high levels. This has been held out by some as a source of high-octane emotional charge when done right (just see the archives of the r.g.f.advocacy newsgroup during 1995, for example).

Naturally, I was seduced by this concept, and threw myself into it; alas also getting infected by the rider to the meme, that “if it isn't working for you, you're not trying hard enough” which seems to be the sub-text of most role-play evangelism — and is well crafted for inducing guilt trips. Note for example the difference in terminology between the 1970s and 1990s era experiences discussed above.

At one extreme, characters are nothing but barriers (condoms?) between me and the action, where I have to consciously work through their thought processes to arrive at their responses; at the other extreme where they work naturally, both of them that got this far said “Sod this for a game of soldiers, I'm off somewhere safer.” and continued in play only under protest, and not for very long.

Role-playing games and me

I got into the hobby from SPI games and thus reading about this D&D thing in the SimPubs UK 'zine in the spring of '76, which was during my first undergraduate year. It then took me six months, finding only a random copy of either Greyhawk or Blackmoor in one of the general games shops in Soho, before I tracked a copy down, and a group of gamers who were using a highly variant home-brew set of systems. Taking it home at the Yuletide holidays that year, I plunged immediately into DMing (mainly for the crowd at my old school), and system tinkering.

I would probably have drifted out of the hobby in a couple of years, as my brother did, but for meeting Karen. Shortly after we had gotten together, she told me about this wonderful game one of her friends had been playing, and wondered did I know about it. I said that I did and advised she probably didn't want to. But she wasn't deterred.

That became the classic 78/9 highly variant dungeon crawling game that really (mis-)informs my opinions of (original, pre-Basic, pre-Advanced) D&D. That in turn drove me to stop tinkering and start DMing again myself, on a regular basis this time.

This early period while still in and around Cambridge was marked by a lot of variously successful home-brew FRP systems, many unrecognisable as derivatives from D&D, as well as some “roll a d20 and see what it looks like” super-hero games (finding Superhero 2044 unusable as it stood). There were attempts at C&S, DragonQuest and TFT which came to naught, and a little variant RQ. Burnout with fantasy by the early '80s, and moving away for work, led to playing a bit of Trav that got nowhere, and then Champions, the latter turning into an open campaign where everyone who had something to run GMd, until the flaws (bricks rule, energy projectors suck) were too blatant to ignore. One off (and never again) sessions in this time also included Call of Cthulhu and Paranoia.

Returning to Cambridge in the late 80s, gaming mainly alternated between myself and one other GM (who has now gone on to run the Saxum Caribetum Ars Magica Saga), with AD&D2 being the default system, but also RQ2.8/Glorantha (later Pendragon 3rd edition), Shadowrun (1st & 2nd), V:tM (2nd), and Ars Magica(3rd), with a little bit of Trav, MegaTrav, and Star Wars (2nd) (this last being used as a generic RPG) on the side.

Gaming keynotes

  • in 1984, while preparing for a “everyone bring a couple of favourite characters” gaming weekend, while others were exercised narrowing down to a couple of characters from a vast portfolio, my problem was coming up with characters to shortlist. I could now call upon the many Champions PCs I later designed - but it established that I was already more the GM than the player
  • my first character of any consequence (as opposed to first that lasted to gain levels at all) was an elementalist mage from the 78/9 game, almost the only mage I've ever played. The later PCs have tended to be simple “walk up to other people and hit them a lot” types, perhaps with a little magic on the side (e.g. RQ characters or AD&D2 priests).
  • the all-comers Champions aside, I've not run or played in a long running “signature” campaign. Too many one-shots that folded ignominiously, and campaign longevity meaning lasting 6 months.
  • In 1995 I went through a serious bit of burnout, and that's why I'm only in 2003, so many years later, actually getting round to scanning and uploading all this stuff.
  • In summer 2003, I went to the Conjuration, the biennial con at New Hall, and saw the demo games of HeroQuest, almost on the 25th anniversary of the original RuneQuest which promised it as one of the few detailed “To be published” sources. And it fired my enthusiasm enough to start to look for players — but these turned out to be thin on the ground, and by the time I'd managed to accumulate a possible quorum (and that needing to take account of players with children having to work around their bed-times), work was going through a “as many hours as it take” patch, and after that, I'd managed to get distracted by watching anime DVDs on the PC, and finding that other things had then arisen to take up my creative energies, away from dealing with flea-bitten barbarians. And so I'm in total RPG burn-out.

Saturday, 14 April 2007

Penny (4th June 1998 - 14th April 2007)

Penny was a pedigree chocolate Burmese. She's looking very serious in the first photo, in reaction to the new arrivals Bleys and Jemima.. Before this, she still seemed very kittenish by comparison with older cats, playing serious games of tig, when Smoke was in the mood to join in. Later she spendt a lot of time fighting over her place in the hierarchy with Bleys; and then eventually became subordinate to Jemima (twice her size) at the feeding bowls.

As expected, she has become a mighty huntress, as well as a scrounging alley-cat, preferring her food well aged; and to the end made use of other cats as a hot water bottle, first Smoke, and later Jemima.

With the newer arrivals, there was a lot more communal sleeping.

An unhappy death.