Showing posts with label BlogCarnival. Show all posts
Showing posts with label BlogCarnival. Show all posts

Apr 22, 2014

Blog Carnival – April 2014 – The Game Master’s Binder



Babbling at the Counter #38 – Pen and Paper

Blog Carnival – April 2014 – The Game Master’s Binder

It’s been a while since the last Carnival entry on the site, so let’s get to it!

This month, Scot Newbury from of Dice and Dragons, tries to make me talk about my GM binder. Well, no dice, mister Newbury! I wont talk about it!
Joking aside, my GM notes are a real mess. I do realize I should work on that, and I will, but what’s the point of the Carnival if I don’t share something fun?

So, while I don’t have a binder with notes, I always carry around my Catalog. It’s a folder full of RPG material, that I keep in my bag. As a lot of Free RPGs out there are only a few pages long, it doesn’t take up much space, while having a selection of more than 10 different games.

This way, whenever we need a quick, low on preparation game in short notice (because something happened to the current game or GM, or maybe because we weren’t planning on roleplaying), I can just take the Catalog out and see if there’s a new game to test or an old classic to revisit.

It’s a great way to be prepared for the unexpected, and to have a few simple, rules-light games at hand in case we have an RPG virgin that wants to play.


Ok, while not a GM’s binder in the strictest sense, this Catalog idea can work out for a perpetually designated GM, as long as improvising and running a game on the fly doesn’t cramp their style!


Don't forget to check the current and previous Carnivals! Link in the image to the right.


- The Storeman

Feb 18, 2014

Mysterious

Babbling at the Counter #29 – Pen and Paper

Mysterious

A comment on a recent post got me thinking. I love mystery and investigation fiction. As a matter of fact, I’d say at least a half of the fiction (series, books, movies) I consume falls into this category. So, why did I recommend NOT running a murder mystery last week? Here’s why:

My main point is that seeing an investigation on TV and running one on your game a two completely different animals. Even though it can be fun to see a mystery, solving one can be a bummer.

And before I begin, I mean a “real” “Sherlock Holmes quality” mystery, a.k.a.: lots of talking and clue gathering before a big reveal.

Lastly, as this entry is rather large, you may prefer to skip to the conclusion/short version if you are pressed for time.

Too many moving parts:
Making a good mystery means striking a delicate balance. It must be hard enough to pose a challenge, but easy enough to be solved.
In TVland, that’s easy. The main characters are going to find the answer because the writer knows it. It doesn’t really matter if the audience can do that too, because the story will get resolved even if not a single person can guess who the killer is.
At your table, that’s not the case. The writer and the characters are not the same person, and if the players can’t find the answer, they'll get frustrated and it won’t be fun.
Unless everyone is fine with railroading, the mystery will have to be on the “easy” side of the spectrum, taking the challenge away.

Less Talk, More Rock, please:
Do you watch the series “Elementary”? Or “The Mentalist”? “Law and Order”? Even “Fringe” or “Psych” apply here, really. What those series have in common is that (as real investigation does) they include pretty few fist fights. And gunfights. And chases. They are, mostly, a bunch of people doing surveillance and waiting for some analysis to get back from the lab.
On TV, that’s fine. We see the really intelligent and insightful character find clues and figure them out. In the end, it was their minds what got them to the perp.
At the table, on the other hand, that means players ask for information, roll to get it, then hear it. If you don’t see the problem, let’s go for an example:
What can I see on the crime scene?”
A footprint. There’s a substance on the footprint, roll for the chemical analysis. (…) Great, it’s resin from a tropical tree, roll to know where you can find it in the city. (…) Great, roll to calculate a three mile radius around that place. (…) Great, roll to check the police database for people with the perp’s profile on that area (…)” Etc, and etc.

That’s how they do it on TV, and I love those shows. I sure as heck would hate the previous exchange at my game table, though.
In the end, characters in those shows can be pretty passive creatures. Players, by nature, are not.


The Clue Conundrum:
Another must on mystery RPG discussion is the old: And what if they miss a clue? Some GMs have had a game grind to a halt because the players missed an important clue. And some had the same when the players couldn’t connect them.
Again, on TV, the author makes both the clues and the connections. In an RPG, the GM makes the clues, the players the connections. That sometimes doesn’t go so well.

Playing a strong character is the same being a weakling or a bodybuilder. It's all on your Strength (or similar) score and a roll of the dice. Coming up with theories on an investigation is not so easy for everyone.
I mean, you could roll to ask the GM for the connections, but that makes the game too mechanic for my taste.

And this brings us to my last point.


It's not a job:
Detectives are not a TV invention, they do actually exist. So, if real people can solve real mysteries, why can't the players? Easy, because they are players, playing a game. As you don't have to know actual cartography to find a dragon's hidden island, you shouldn't need actual forensic knowledge to identify a stalker. Getting information should be a simple and fast task at the table, so the players can go on, and make choices and do stuff.

After all, it's a game. How do I know who the guy is won't be as satisfactory as knowing my plan to get him worked. If all I do is follow clue after clue until I confront the guy, then it's over (as most cop shows do), I'm a passive observer. I want to fight him, to run after him, to design a trap, etc. My pleasure doesn't come from seeing him behind bars, but from actually putting him there.


Conclusion/Short Version:
Running a mystery at the tabletop can be hard.
Take an average episode of a mystery show and count the times they “roll” (or would roll if it was an RPG game) to get information from a lab or from memory, or from any kind of source that would have to be given by the GM; and compare them to the number of times they “roll” to catch up with a perp, or jump a fence, or wrestle someone down, or seduce someone, or anything that wouldn't be a “question/answer” with the GM.
Oh, and let me know if you could have made the leaps on logic that are required to figure out the mystery before the characters tell the answer. Remember, if you can't, the game won't advance. If it's too easy, you'll get bored and the game will end really fast.


I'm not saying it's impossible to run a mystery at a tabletop. Just that you must remember it won't be like TV.

- The Storeman

Feb 11, 2014

Blog Carnival – February 2014 – The Icy Embrace of Winter



Babbling at the Counter #28 – Pen and Paper

Blog Carnival – February 2014 – The Icy Embrace of Winter

New month, new Carnival. This one is hosted by Nils at Enderra, and is winter related. So thank you Nils! Hope this post makes a good addition to the Carnival!


What can you do with winter? Well, let me offer you a multi-purpose, multi-genre idea: “Snowed In”. You had seen it before? Yeah, it's an oldie but a goodie, so let's disassemble it.

For those at the back of the class, the idea here is to use the inclement winter weather to trap the party at a location. This gives a few advantages; the most important one is a closed and controlled environment. Of course, this only works if the characters can't deal with the snow easily. No teleportation or such non-sense is allowed.

You may be tempted to run a murder mystery or something like that here. I'd rather you didn't. You see, that kind of things can go off the rails in a snap. My recommendation is taking advantage of the character's inability to leave the place to create tension and drama.

I'd go with either a creature on the shadows or have the building itself turn hostile. In more realistic games, an unusually tough madman can do the trick. Make it about whether or not the characters will survive the storm. Take advantage of the unknown. Where will the next attack be? What is the enemy working on?

Clever players may build fortresses or safe rooms, given enough ingenuity and resources. Just remember that whatever is stalking them can do the same. Taking out the power is a simple but effective first step, and even better with creatures of the night. This, though, is far from the only thing to do.

Water is interesting because you both need it to live, and because it can kill you. Poisoning the water supply can make the characters leave their safe place, and hallucinogen drugs can make that panic room a mortal trap. On the other hand, we have the option to flood them out of there. Combine the two if you are really nasty.

Talking of death by oxygen deprivation, smoke can work, too. Fire adds another layer of dangers, and as always, an enemy that's immune to it has home advantage. You may find this “Unstoppable Monster” idea useful to plot, so I'll just leave the link.

Now, if your group likes “Horror” more than “Adventure”, trapped + time = horrible, horrible stuff. To the usual lack of food and water you can add a bit of dementia, and some pests only make things worse. Not an expert on this kind of stuff, but I'm sure there are enough books and movies to get you started. What makes this different is the time the characters will be trapped. A good monster adventure can take only a night, or even a few hours. For more “horror” inclined games, the character may spend days if not weeks trapped.


Well, hope something here sparks your imagination. Till next time, have fun in the snow!

- The Storeman

Jan 28, 2014

Blog Carnival – January 2014 – Transitions



Babbling at the Counter #26 – Pen and Paper

Blog Carnival – January 2014 – Transitions

I was reading this month’s Carnival description at Hereticwerks when I stumbled upon this suggestion: “Are you going to take your first turn as a GM, or step back and be a player for a while?” and something made Click! inside my head. I was afraid of leaving the GM chair and becoming a player.

You see, the player’s at my group have started GMing more frequently. After taking charge of a few sessions, they got more comfortable with the idea. And now, I’m facing a few one shots and campaign plans where I’m nowhere near the head of the table. And I don’t like it.

I can’t seem to place the root of this discomfort. It could be I don’t like giving up all the “control” being the GM gives you over the story. Or it may be that I’m afraid they won’t ask me to go back to that chair. It could be that my characters tend to be kind of weak at fighting (and we are fighting a bit more now). Or, most probably, I just don’t like change.


This is what happened in my group, but it could have been anything. A new player changing the group’s dynamic. A setting change that makes some character archetype obsolete. Having to give up the GM chair. Etc, etc. Groups make a lot of transitions, and as soon as I find a way to deal with them, I’ll let you know.

- The Storeman

Dec 24, 2013

Blog Carnival – December 2013 – Taking Charge!

Babbling at the Counter #21 – Pen and Paper

Blog Carnival – December 2013 – Taking Charge!


This month's Carnival is being hosted at Casting Shadows. So first of all I'd like to thank Runeslinger and leave a link to his blog.



Well, isn’t this carnival's theme just great? As I’ve said before, more than once, whenever players take charge of the course of events during a game, awesomeness can happen.

The thing is, as a GM, not everything I make is gold. I know that. And the people I play with don’t sit in front of me like some kind of TV, just wanting to see the plot and then going home. You play an RPG to actually have control over the stuff happening in the story.

Now, this is a two way street. Players should be committed to the game and their characters, adding some roleplaying and flair to the narrative. One can even try to introduce simple but flavorful scenes. Characters can (some may say should) have hobbies and other interests besides adventuring. Go to the local theater or go buy a gift for someone special. If your GM is cool enough he could have an adventure come out of it.

On the other hand, GMs have to be careful with how they handle information. To have an impact on the overall story and make sense, players will have to reveal their intentions and plans clearly and often. A GM that abuses this information will get players that shut up for their characters sake. A gaming group should foster trust between players (GM included), not a crazy “survival of the fittest” subgame. Unless that was what you where going for.


Ok, closing up. As you can see, this topic is pretty important to me. I’ve thought about this for some time and I hope you can scavenge some useful information from all this mess. See ya!

- The Storeman

Sep 10, 2013

Blog Carnival - September 2013 – Location! Location! Location!



Babbling at the Counter #07 – Pen and Paper

Blog Carnival - September 2013 – Location! Location! Location!

New month, new Carnival. This time it’s hosted by the fine folks at Campaign Mastery: (http://www.campaignmastery.com/blog/bc-location-location-location/)

If you don’t know what a Carnival is about, check the link on the sidebar.

Ok, so let’s talk about the topic at hand:
When describing a scene, I've found something really useful: don't make a puzzle. Don't get me wrong, maybe you are good at puzzles and your players like them, but unless you want to create a specific obstacle that's a puzzle, don't. What I mean is, make a room because of its narrative properties, not it's Challenge Rating (or whatever applies to your game).

When I unleashed my first invincible monster, I knew it would be a tricky thing to get right, both in narrative and mechanics. The monster had to be a threat, but the players should be able to escape. What did I do? I trusted them, and created the most flavorful room I could, giving little though to how they could get out.
It was a ceremonial chamber, with an altar for sacrifices in the middle and some tunnel to drain the blood through the floor. It had engravings on the walls that depicted the battle between the sky and the sea. It all meant nothing to me; I had no plan for any of it. All I knew was that the monster was a giant fish man.
As soon as the players realized they couldn't hurt the creature, one of them asked: "Do I have a blanket?". As he was an explorer we decided he did in fact carry one, so he proceeded to put it on his back and start flapping his arms. I was expecting them to run from the monster but they though it would be better to scare it. They used the pictures on the walls (a detail I had just added to spice the chamber up) and ignored the obvious altar in the middle of the room (one of the few things on the temple that could actually be used against the monster if they deciphered the hieroglyphs). And it was way better than what I had planned!

My conclusion today is simple: describe everything in great detail, but don't try to get ahead of the players. Expect them to surprise you using the whole scenery. Unless you are a puzzlemaster; then mind screw them good.


- The Storeman

Aug 29, 2013

Blog Carnival - August 2013 - Campaign Preparation




Babbling at the Counter #05.5 – Pen and Paper
Blog Carnival - August 2013 - Campaign Preparation

Hi, I'm really excited about this, my first Carnival! Even though the topic is kind of troublesome for me right now (more on that later), I won't pass this opportunity.

If you don’t know what a Carnival is about, check out this link: (http://wiki.rpgba.org/doku.php?id=blogcarnival)


Now, why is Campaign Preparation a bad topic for me? Well, because I have recently messed up the start of a campaign badly. Let me tell you all this sad, sad tale...
A few weeks back, my group decided to start a new campaign, and, as I was going to be the DM, I suggested we played a thieves and con artists game. Those kind of stories are always fun and we hadn't played anything like that before, so they agreed.
Up to this point everything seems great, but then, two things went wrong. That's my goal today, to identify this two mistakes and help all of you to avoid them.
First, please notice how I didn't said the "liked" the idea, they just went with it because it was new. Mistake nº 1: The group wasn't looking forward to the game.
They wanted to play and they thought it might be fun, but they weren't into the genre. And given that this was a custom made world, there wasn't any kind of material to read to get the setting.
So my advice is: If yours is a setting your players are not used to, then take the time to write a few paragraphs as an introduction. It's better if everyone is on the same page about what to expect.
Ok, that was nº 1, now nº 2: There was no support for the setting on the mechanics. I'll explain:
We were playing Savage Worlds, which is a nice universal system for action scenes and adventure. Even though combat was perfect for the world I had in mind, and the players are used and like that combat system, there weren't any genre specific rules.
I had designed a few abilities to try and capture the feel, but they were too few, and not catchy enough. As they weren't sold on the whole setting, there wasn't really a reason for them to go hunting for these advantages. Advise: When you make a setting for a campaign, identify the key concepts and highlight them. In my case, I should have made a stronger effort towards planning a heist, getting and using equipment and information, and teamwork.

Well, I hope it was interesting, and wish you the best of lucks avoiding my mistakes.

- The Storeman