Tuesday, 26 June 2007

Creating a home base for PCs

In many cases, PCs were peripatetic, where not simply garaged somewhere abstract between weekly dungeon delves, so the issue rarely arose. In the earliest days, some characters had (off-screen) castles - something spend six figure fortunes on. My MU, Ororo, was planning to create a demi-plane, a cottage in an eternally summer garden in a small valley magically hidden in the middle of a howling snowy waste, the way in being through a gate in the wastes, but the campaign folded before she could organise the magical wherewithal. It would have had home comforts, defence in depth, and, most importantly, significant swank value.

The one home base that had significant time invested in — both design and play - was Doc Savage's lab in the London Watch Champions campaign, but despite the fact that I did the job of putting it into a CAD system, the passage of the years has eroded memory of the design process. In that game I did have a PC with a defined pied à terre; Pushover had a flat [never detailed] in the block containing the Women's Centre where she worked, but having been developed as a character, decided that the macho super-hero thing wasn't for her and faded out of play. [I'm getting my revenge now — an alternate version of her is co-starring in my latest fiction, and she's going to have to deal with being faced with the problem of saving the world this time.]

There was a home base in the last AD&D2 game, a castle, but as that was the holding of the NPC Baron for whom the PCs worked as elite forces, it was a given, rather than being chosen. In the paratime/60's spy game, we were also eventually given a base, an alternative where a paratime capable civilisation had been wiped out. The most involved base-like stories with off-beat design criteria would have come from the local Ars Magica saga ( Saxum Caribetum ), where founding the covenant took most of the first realtime year's play, and it took a resolving a lot of squabbling about the library before construction even began.

What tips can you give about starting a gaming group

Thinking about it I guess I was always lucky, I always joined existing groups, already accumulated by someone I knew from university, so it was more a case of finding a group than founding it.

What do the players want the PCs to accomplish

I don't really recall having much in the way of grand PC-level goals. This was one of the difficult things about trying character play. The satisfactory games tended to be the ones in which what was to be accomplished was limited and tactical — goals like “Clear out the deserted Wiri colony on 3rd level”. Such goals, of course, arose on a player level, answering the question “what do we want to do tonight?”. The episodic nature of the games — dungeoneering, superheroics — lent itself to such tactical play. Adding continuity did tend to replace the answer of “whatever we feel like” with “whatever we were lumbered with as a leftover from last week, again”. This, in retrospect, may not be an entirely unalloyed plus.

Pulling heartstrings — friends and family as levers

I never did much with this. On the family side, starting RPGing at college when leaving home was a big step just being taken, characters had automatically done much the same thing. For those of us who stayed close to University, and especially those who have also refrained from breeding, the same lifestyle decisions seem natural. The only vestiges of such things were the DNPCs taken for a few odd points, when other disads have been mined out.

But then much F/SF writing has the same conventions.

Restarting old games — whether to and how

That's restarting as in a car, though one could have written revive, to avoid the sense of reinitialise.

Ignoring essentially stillborn games, in my experience games falter most often for one of two reasons. The most prevalent is that the game mechanics have given way under play; restarting means porting to a different system, in which characters don't work like they used to, and it soon needs to be put out if its misery (after seeing it happen a few times, we stopped doing it).

The other is that some of the players — often the GM — can't get out enough to justify what is being put in. This may manifest as the thread getting lost, perhaps due to pushing past a logical stopping point, or an acrimonious terminal session where divergent goals can no longer be smoothed over. In this situation, admitting that this is dead, and burying it is the only way.

What rôle does Party pressure play

This is more a player level set of agreed — even unspoken — conventions in my experience. The characters work together as a genre given; so I can't really comment on in-game effects.

What helps players stay in character

I'm not sure my experience is typical. In recent years at least, the problem, when gaming in the evening after work, was keeping players from lapsing into a comatose state, rather than dropping to player level. Caffeine has little effect on the habituated. Worse, when players were out of the limelight, multi-tasking happens as people took to maximizing the use of their free time (reading, checking e-mail on laptops), to the extent of needing to prod people when their PCs' actions came round in combat.

At that point a simple “Your turn” and a pause for context-switching sufficed.

No-one violated character, but were active only fleetingly.