enthusiastick: (deja entendu)
There's been a notion percolating in my brain for the past few weeks, and I think maybe its finally ready to come out. The trouble is that its not fully-formed, at least not so much that I can point a finger to it and say: that, there, is exactly what I'm talking about.

Anyone who knows me knows that I like mythical allusions in modern settings. This is not news. I enjoy them whether or not they take place in the context of magical realism; that is to say I enjoy them whether people in the setting accept them as normal or totally flip out because what the Hell, man.

I also really enjoy, for lack of a better term, re-imagined elements. That word probably comes from Wikipedia, where whomever first created articles for the Battlestar Galactica miniseries (and subsequent television show) described it as a "re-imagined version." So rather than the shows being labeled by date or called simply "old" and "new" they're referred to as the "original 1978" series and the "re-imagined" series.

There's something interesting about that phrase. Re-imagined. Re-envisioned. You imagine something, and then you imagine it a second time, differently.

The seed for this scattered thought, the element that began binding this notion together, is something Rebecca Borgstrom wrote on her Hitherby Dragons blog (helpfully syndicated at [livejournal.com profile] hitherbydragons) called The Song of Jeremiah Gannon.

R. Sean Borgstrom, for those not in the know, is a writer and a developer of roleplaying games. She wrote Nobilis and several of my favorite supplements for Exalted. Love her or hate her (and a lot of people do hate her) its widely acknowledged that she is brilliant, but also six different kinds of crazy. People tend to read the things she’s written for games and describe them with a gleeful smirk using adjectives like “cracked out” which, in this context, are intended as complimentary. She routinely thinks up things that are just unspeakably cool but also very unexpected. Calling them “from out of left field” is to do an injustice to the depth of the phenomenon I’m describing. I really don’t think there’s a sports metaphor that works, except to say that maybe they come from a spaceship inhabited by supernatural flower aliens (who may or may not be time travellers) that just happens to be hovering somewhere in the general vicinity of a baseball outfield. But I digress.

So RSB wrote The Song of Jeremiah Gannon (parts two, three and four for those of you playing along at home) and its absolutely fantastic. It re-envisions the story of the Legend of Zelda as a mythic tale about God and America and a dozen or so other things. Ms. Borgstrom’s writing is nothing if not layered and nuanced; she has been accused of being dense, to the point of incomprehensibility to some audiences.

That’s where all of this started. And then I played (or actually ran) Hero’s Banner at Story Games Boston a few weeks back, and borrowed the book from [livejournal.com profile] locke61dv, and read it. And its good. And there’s this interesting little element in the game where one of the things that drives your character is some mythic predecessor, someone from the tales and folklore of his people who he strives to be like. And if you play multi-generational stories or simply play the game a bunch of times using the same setting, then you have the option of using the stories you’ve previously played out as that element. Your new character is the descendant of your old character and wants to grow up to be just like him.

And the wheels in my brain started to turn.

And I started thinking about that Mage game that [livejournal.com profile] pax_malificus ran, and how much I enjoyed it. It contained within it a great deal of the intersection between these two things: mythical allusions that were themselves re-imagined. Helen’s Avatar was an old-fashioned angel, one so powerful that it could not be contained by a human shell anymore, and was bound in a phylactery long ago as much to protect the world from it as to protect it from the world. Helen and Kit themselves had both been meddled with by the previous custodians of their Avatars; Helen could be seen literally as a dream her predecessor made real, right up until the moment she opened her eyes and started to move in the world.

All of this catalyzed this weekend with the season 3 finale of (the “re-imagined”) Battlestar Galactica. The show has contained a number of mythic elements from the start, all of them re-imagined from their role in the original series. On the colonists' side we have the Greco-Roman Lords of Kobol and their various artifacts: the Arrow of Apollo, the Tomb of Athena, the Gates of Hera, the Eye of Jupiter, etc. And on the side of the Cylon we have their one true god, nameless and unknowable, and the possibility that both Gaius Baltar and Caprica Six are receiving regular visitations from his angels, who just happen to take the shape and voice of their respective loves, each other. And the season finale, without giving anything away, really helped to push all of that to a whole new level.

When [livejournal.com profile] foreign_devilry wrote his story-game’d version of Exalted (which I had the pleasure of playtesting at JiffyCon), he brought out a similar thing, a thing which exists in the Exalted universe, but which his system pushed to the fore. On the one hand you have the wonder and glory of the First Age, when golden dreams collided with enough force to reshape the face of the world. And by definition each and every Solar Exalted was a part of that, and also had a hand in its downfall. That’s the curse the Primordials wrought; by the Exalts own hand was Creation doomed to ashes, its halcyon days forever twisted, never again to rise to such heights. And in [livejournal.com profile] foreign_devilry's vision of the game you actually had to describe how it was when things were good, and how it is now that they're bad, and tell the story of how you made it so.

Mythical allusions. Re-imagined.

As an aside, there absolutely have to be better terms for this than the ones I am using. The trouble is that literary criticism is, at best, a hobby for me. I devoted my academic pursuits to learning history, which has worked out well enough. But I'm awkward and clumsy with the terminology; magical realism is a fantastically cool thing, but I've only known it existed as a concept for a year or two. This jargon is like a second language with which I don't have native familiarty. But, again, I digress.

There's something about those elements that really appeals to me. And I want more of them, both in the fiction that I consume and in the games that I play and create. If roleplaying and story gaming is just the oldest form of make-believe reinvented and given rules and structure, then its worth keeping in mind that all the great epic stories of old were re-told. They were, as they say, transmitted orally and therefore allowed to change a little in each re-telling. And true, sometimes that just means that you end up with one version of a story told by Ovid and another by Vergil, and they're basically the same except Artemis has been swapped in for Athena. But I have to imagine that some of the strength of the stories, some of their resonance, comes from the process of letting them be organic, letting them grow and change as they needed to, until they were, essentially, as cool as they were going to get.

This can all go horribly wrong, of course. Just look at some of the travesties that have been perpetrated by mainstream comics if you don't know what it mean. But it can also go very right. I miss playing Mage and Changeling precisely because I miss games that were so well-suited to these themes, and brought them into our modern era rather than relegating them to dusty times of old or just fantastic myth. And if I ever actually get around to finishing a story game of my very own then you'd better believe I will make room to bring them there, too.
enthusiastick: (shoot the moon)
Its only Wednesday and I'm already having kind of a weird week in more ways than one. My rhythm is all off-kilter, ranging from the fact that I didn't blog at all on Monday to the fact that I didn't end up going to work yesterday. I also didn't run open gaming night either, due in part to [livejournal.com profile] sleetfall being out of town and in part to my not feeling up to it. Compensating for that is the fact that, unexpectedly, I did a little producing for Primetime Adventures on Friday night at [livejournal.com profile] human_typhoon's birthday shindig.

We ended up pitching and playing a series called Ham-S.T.A.R.s, a children's science fiction cartoon about animals in space. It was an interesting experience, as it so often is, introducing story games to traditional RPGers. We had a big group, and by the time they had started to acclimate to the different style the game was ready to wind down and be over. As a result the play itself suffered from a lot of negation. (Scene 1: "A tractor beam pulls your ship in!" Scene 2: "No, we immediately escape!" Scene 3: "Your ship is boarded and you're taken prisoner!" Scene 4: "No, again we escape completely!") I guess I should have done a better job of point out that what your character wanted and what's in the best interest for an interesting and fun story are not always the same.

(I should, if I'm compartmentalizing correctly, cross-post the above to [livejournal.com profile] nachdemspiel, but I don't feel like it. I confess I am moderately disheartened that, even though the community is going pretty well, my Exalted players are still keeping mum about a chronicle I feel is going spectacularly.)

Saturday I did nothing of consequence all day and then went out for drinks with [livejournal.com profile] sleetfall and various friends in Harvard Square. Why we picked Harvard Square shall be a mystery for the ages. None of us could quite put our finger on it, but there was something weird about the entire evening, something just the tiniest bit surreal. I had a good enough time I guess, and ended up catching the last train back to Davis. Upon arriving home I discovered I was more intoxicated than I thought I was, which was moderately entertaining for a little while, and then I went to sleep. Sunday was the cursed 23 hour day due to the DST shift, and I squandered most of it hanging out, although I did manage to get out and see 300. A review of that movie may be forthcoming. I enjoyed it more than some and not as much as others; on the whole I thought it was a good movie, and everything I wanted it to be.
enthusiastick: (defying gravity)
I'm crazy tired today. Last night the Mountain Witch finally came to an end (for the curious, a recap can be found here.) After game many of the players retired to the Asgard for food and drinks. The past few times the Story Games Boston crew has hit up the Asgard late on Wednesday nights we've been confused and intrigued by the existence of a karaoke corner by the bar, where drunken Bostonians congregate to howl the classic rock into a microphone. Every time it makes me kind of antsy, because I love karaoke and am drawn to it. I said as much to [livejournal.com profile] locke61dv, as I always do.

Only this time around Richard, who is young and brave, actually went and signed up. I could hardly let that stand, so I followed after him and signed up as well, and the rest came out to cheer us along. Soon we were all poring over the song selection books and debating what makes a good karaoke song. [livejournal.com profile] locke61dv copped out as not drunk enough for this, while [livejournal.com profile] foreign_devilry seemed willing so long as he could get someone to sing with him. Richard shouted a little Rage Against the Machine (for though the little karaoke corner is a random thing, their selection depth is entirely respectable) to the amusement of our crew and the guy running the karaoke. The rest of the bars patrons did not seem equally amused. Then I went up and murdered Fastball's "You're An Ocean," always a favorite of mine. I am totally out of practice. Which is a very dangerous thought.

Any way, I was out late enough that I missed the last train out of Central. Eric and April were gracious enough to drive me and the others home (except Richard, who is apparently walking distance from Central, because he's an undergrad at MIT.) And so I am a bit bleary today, because I'm operating on too little sleep. I don't think I have any plans tonight, though, so I can just relax and take it easy. I mean, I really want to get home and become a crazy vortex of cleaning and organization, but its probably not going to happen.
enthusiastick: (shoot the moon)
On a whim I've been reading over the most recent [livejournal.com profile] crankreport columns. I was delighted when I discovered that feed and I'm always happy when I see a post, but ever since I added it I've had unlucky timing with the schedule. New material always seems to come up when I don't have the time to sit down and digest it, and then once I do have that time its been pushed off my LJ friends page by other things and I forget about it. So I sat down and read through several columns, because I was in the mood.

Its good to see that the Reverend is just the same as ever. This man's writing informed a lot of the gaming transformation that took place with me in college, helped me to pupate and finish the transition I had begun in high school. He and I have very similar thoughts on certain things.

Plus, I pick up fun new vocab out of the deal. "Pixelbitching" is a term I've heard used before but never understood too well, until now. Its a useful one. Although nowhere near as useful, or fun, as "frangible," which may be my new favorite word whether or not I'm talking about games.

His writing is just the same as I remember it, right down to it being only barely edited and a little scatterbrained. Pete's repeating himself a bit, but then he's always tended to do that. Refining the same core bits of advice through years of giving them, until they're stripped down to the bare essentials. His most recent columns read like a litany of his greatest hits: Take gaming seriously enough to let it touch you, but not so seriously that you forget that its just a game. Tell a good story; the game stats are only as important as you let them be.

It makes me miss being a player. More to the point it makes me wistful, nostalgic for a certain subset of the college gaming crew. I never really finished out [livejournal.com profile] pax_malificus's Mage game, because I moved away before it finished. He and [livejournal.com profile] rollick and [livejournal.com profile] spreadnparanoia and I made up quite the little gaming circle. The group dynamic was allowed to mature in a way that I'm starting to realize is rare. We were near enough to like-minded individuals to be able to all appreciate a particular style of gaming that was to me sublime. Its not a style that's for everyone, but it worked for us.

Its funny that in writing my retrospectives I skipped by writing one of that game. It means at least as much to me as any game I ever personally ran. Maybe I feel like I don't deserve to, because I missed the ending. Or maybe its still too close to me in my memory. I don't get a chance to be a player that often, and even less often a player in a game that goes on for a while. And to be a player in a game that goes on for a while in that sort of deep, very character-driven, very mellow and conversational style? That's really only happened to me once or twice, and I miss it.

But missing it also makes me strive to do better with the games I run. So that's something good, at least.

EDIT: The Reverend has a regular old livejournal ([livejournal.com profile] kinesys) in addition to his gaming blog. Dude!
enthusiastick: (Default)
My weekend was low-key but good. Friday night there was more LoTR Risk (trilogy edition) with [livejournal.com profile] dippy423 and Brendan. I once again was the sole player for the forces of good. I fared far worse this time than last, eventually hunkering down for the long siege in Southern Rohan, having given up the ghost in Gondor (which is bad, as Gondor is worth 7 battalions every turn.) In the end I think [livejournal.com profile] dippy423 won anyway, but realistically speaking I was never really in the game.

Saturday I saw Breach -- 2 1/2 stars -- I went in predisposed to like this one, and I did. Its a moving and dramatic story reduced to a managable number of personal relationships, and I always like that. I'm a big fan of Ryan Phillippe and Laura Linney both, and neither disappoints here. Also I will never be able to see Dennis Haysbert as anything other than President David Palmer ever again. Even in those Allstate commercials, poor guy. Gary Cole is also distracting for similar reasons, although he's at least three different people in my head. Oh and Phillippe's characters wife is played by an actress named Caroline Dhavernas who is a total cutie. Anyway, enough digressions. Chris Cooper's performance was good but not stellar, and overall I found the film engaging but not particularly memorable.

Sunday my parents came up for brunch. At the tail end of the meal we were joined by my sister and brother-in-law, who were in town house-hunting. There was big news afoot: I am apparently going to be an uncle. Sometime around October I will be welcoming a niece or nephew into the world. How nifty is that?

Sunday night was the Legends Winter Feast. After a bit of stressing out about hitting the road on time (which we didn't, my bad) things went smoothly. It was a pretty good time, certainly fun to see some of those people again and whet my apetite about Legends Spring season. I've been thinking about doing a write-up for [livejournal.com profile] nachdemspiel, but frankly it wasn't all that eventful, particularly not for my character. The high point of the night was probably [livejournal.com profile] sleetfall winning a jar full of alchemy potions by correctly guessing the number inside (sixty-four, and he got it exactly.)

According to the folks at Legends this was the best Winter event in recent memory, which means that so far the game's upward trend continues, even in the face of the controversy surrounding leadership and ownership of the game. The player-to-staff ratio was really good and a lot of the staffers I enjoy were there in force, so that gives me hope that things are going to go well despite the occasional forecasts of doom. Drama and forecasts of doom seem to be part and parcel of every LARP organization, near as I can tell. With Legends a policy of ignoring them has worked for me so far, and I suspect it will continue to.
enthusiastick: (naota)
So pursuant to the responses to an entry I wrote last week about my love of game-related blog nonsense, I was moved to create the LJ community [livejournal.com profile] nachdemspiel. Its intended to be a place where my friends and I can post things related to the games we play. [livejournal.com profile] sleetfall and [livejournal.com profile] euchaotic (and Karel, if she ever gets a livejournal) can post stuff related to the Exalted game. All of us can post things that come from our open gaming nights. And I can post things that happen at the weekly Story Games meet-up. Perhaps if I make a second Mountain Witch post it will be cross-posted there (or, gasp, it might only show up there, I haven't decided yet.)

Of course the joy of a livejournal community is the, er, community aspect. So I wanted to lay the thing open to all my LJ-having friends. If you want to join and post your game-related materials then just let me know. Hopefully if this takes off we'll be able to make use of the tags system to separate out one gaming group from another.
enthusiastick: (eclipse)
So as promised we had our second session of the Mountain Witch, which brought us to the close of the second chapter.

My blogging efforts are simultaneously aided and hindered by the discovery that Nathan (aka [livejournal.com profile] hamsterprophecy), our GM, has already done a write-up of the events of the first game. You may wish to check it out, as I have decided I will be focusing almost exclusively on the events of last night's session.

Last week we had the first chapter, which introduced us to our seven samurai:
  1. Eisaku (played by Richard). Eisaku is a large and excessively solid man, due to the fact that he is a descendant of Mt. Fuji. In spite of this he seems relatively well-adjusted and devoted to his ideals. His astrological sign is Boar.
  2. Ieyasu (played by David.) Ieyasu is a haughty, pretentious dick with a rigid formal demeanor and a superiority complex. In other words he's the classic samurai. His astrological sign is Ram.
  3. Hikaru (played by Alexis.) Hikaru is an odd duck and a bit of a mad monk, with training in traditional Noh theatre. He's laconic and what he does says often has an incomprehensible koan quality. His astrological sign is Rabbit.
  4. Hiroshi (played by me.) Hiroshi is tubby and yet strangely agile and always seems to be eating, except when he's startled, in which case his mouth is hanging open with crumbs falling out. He provides much of the game's comic relief, although he also appears to be a competent samurai. His astrological sign is Dog.
  5. Nanami (played by Jonathan aka [livejournal.com profile] foreign_devilry). Nanami is less a samurai and more a strange and sullen ninja. The group fairly rapidly discovered that she appears to have expired some time prior to joining us in the climb up Mt. Fuji. Her astrological sign is Rooster.
  6. Sanjuro (played by Eric.) Sanjuro is blind and yet seems to have no difficulty getting around. He is a skilled geomancer and member of the group best schooled in the mystic arts needed to combat the magical tricks and trials sent down by the Mountain Witch. His astrological sign is Ox.
  7. Taro (played by Ben.) Taro is an imperious and charismatic fellow with a manner somewhat less proud and aloof than Ieyasu, with whom he butts heads. Taro is strangely good at giving orders, although the various party members vary in how well they respond to being told what to do. His astrological sign is Dragon.
When last we left our heroes they had ascended above the tree line and passed the first threshhold, a gate guarded by ogre-ish Oni who required each samurai to sacrifice that which he held dear in order to continue. Eisaku attempted to bypass the Oni and found himself swept away into an ice-filled tunnel deep into the earth. Richard, who plays Eisaku, was absent last night, so he has not yet reappeared. Ieyasu was forced to give up his sword, only to be offered Taro's sword as a replacement. Sanjuro, to his horror, had discovered a heart cleft in twain and left in a pile of snow just beyond the threshhold. It was apparently the thing he held most dear, and he seemed profoundly shaken by it.

A cut? Unthinkable! But this one's really long. Click here to read on... )
enthusiastick: (naota)
I've been thinking a lot about game blogs lately. I don't mean blogs about game theory or games in general. Nor do I mean games run via blog, although I've seen many fine examples of that, synthesizing the best elements of play-by-email and play-on-message-board. It seems like most of the blogs on GreatestJournal are created for the purpose of roleplaying, although my perception of that is likely skewed.

But what I'm talking about is blogs of a particular game. Bluebooking. Character profiles. Game session synopses. Memorable quotes both in and out of character. They form a record of particular details that will otherwise fade (although a scrupulous GM learns to take copious notes.) They provide rich feedback for the GM on just how his players perceive the events taking place in game; a window into their suppositions about the nature of the plot and the assumptions they may not even know they're making. More than just a good sense of what's working and what isn't, they provide a perspective from the other side of the table. Players, after all, are notorious for seizing upon seemingly insignificant throwaway details while ignoring the sledgehammer hints the GM is dropping (yes, I am being sardonic here.) They're also famous for inventing explanations for a turn of events that are often better than what the GM originally had in mind.

I am a total geek for all that stuff.

And the thing is I've never, ever had it in my own life, not really. I attempted to do it once in college and it was an umitigated disaster. I was running the game in question, and was unable to resist the temptation to limit my synopses to things the player actually knew. So they read the stuff I posted (because really, the people involved in a game are the primary audience for the game blog) and through it became aware of secrets they were not yet meant to know, in character, and had to struggle with the impulse to metagame. That's a bad state of affairs, and so I abandoned the attempt and have never tried it again since.

Incidentally Legends, the boffer LARP I've been playing for the past half year, has an interesting take on the metagaming question. They make absolutely no distinction between in-game and out-of-game knowledge. If you know something out-of-character then you know it in-character, period, end of discussion. The policy has its strength and weaknesses like any other, but it definitely got me thinking. As with all meta-rules its more or less impossible to enforce, but then most LARPs are built around the honor system. I certainly know some things that I am continuing to act as though my character does not, because its more fun for me. But overall that can be very difficult to do, and so Legends helpfully removes the temptation. It keeps people from chattering away out of game the way they tend to do; you're forced to either be tight-lipped or not have any secrets. And for a goober like me, who otherwise has a problem not gushing about every cool and secret thing he's discovered, it just provides another boost to the willing suspension of disbelief, another way in which the illusion of the game world is reinforced.

Anyway, I digress. The point is that I think game blogs are nifty, but am basically pathologically incapable of doing one justice as the GM of a game. And ever since college I've been the GM more often than not. I've come to the conclusion that these things have to be done player-side in order to be good. And while I might wish that my players would take it upon themselves to write synopses of each game's events from their perspective, its not something I'm interested in actually asking them to do. When you're running a game there's a fine line between asking someone to do something and making them feel obligated, and that's not a path I'm interested in walking down. Its just a game, people should only be doing it for the fun of it.

Barring unforseen catastrophe I'm going to play the second session of the Mountain Witch game tonight. And a while back I made a promise to myself that, were I ever a player in a long-running game ever again, I would blog it. I lament not having a blog of [livejournal.com profile] pax_malificus's Mage game so hard. As it stands all I have are a handful of notes, many of which no longer make much sense to me. Now Mountain Witch isn't exactly a long-running campaign. Its designed as a three-shot. But I'm still sorely tempted to write up what has come to pass so far anyway, and then blog about tonight's session, and be able to blog about the third when and if it happens. I dunno if I will, but its a definite possibility.
enthusiastick: (tenth doctor)
The first time I saw this video was a long time ago in internet terms -- maybe a year? Back in the days when Google Video was still new and exciting. But apparently [livejournal.com profile] juineve missed it the first time around, because a couple of days ago she sent me a link along with some snide comment. And if someone as savvy as her didn't catch it, then maybe it passed some of you by as well. So as my gift to all of you, here is an internet classic: Fear of Girls.

enthusiastick: (eclipse)
The most recent White Wolf Quarterly came out a little over a week ago. Believe it or not I don't usually read the White Wolf Quarterly, but this particular issue contained an interesting tidbit. You may recall I recently griped about the absolute lack of news regarding the new version of Changeling planned for this year. I'm happy to report that developer Ethan Skemp tossed off an interesting one-page note about sources of inspiration for the game. Its a quick piece with a light tone, lamenting how jam-packed he’s going to have to make the Bibliography to fit in all the different books and poems and movies and whatever else. And I find it very, very encouraging.

In addition to citing good sources Skemp also rhapsodizes all too briefly on the character archetypes for the game, what I think of as the splats. He talks about the difficulties of balancing them, not against one another but against the diversity of possible ideas. On the one hand they should be broad enough that a player ought to be able to come to the table with an idea in mind and be able to fit it into one of the existing splats. But, as he puts it, "we've got to make them colorful enough that you can come into Changeling without a character concept and leave with one; they can't be so general they don't inspire."

It sounds to me like Skemp's facing a tricky balancing act there. On the one hand the Fae of legend are so quirky and diverse as to defy categorization; oftentimes it seems as if each individual Fae comes with constraints and particulars that render it unique even if it theoretically belongs to a well-known type. On the other hand White Wolf has gotten fairly well locked into their 5 by 5 template; in all of the new World of Darkness games you place your character on two axes with five options each. The first axis is nature; you choose what particular breed of Vampire/Werewolf/Mage your character is innately. The second axis is nurture; you choose a faction that groups what your character has chosen to believe and practice beyond his origin. Both axes map roughly onto the five elements of air, earth, fire, water and spirit.

For some reason I have faith in the ability of Skemp to resolve these difficulties and come up with five splats that meet the White Wolf standard while at the same time providing maximum utility for people wanting to bring a unique twist to their Changeling characters. This in spite of the fact that its already gone badly at least once in the new World of Darkness, at least in my opinion. As far as I'm concerned the new Werewolf type splats make no sense. Not that I was ever that big a fan of Werewolf (even back in the old World of Darkness days when Mr. Skemp himself was working on it.) I'm eager to see how it works out, although I'll likely be waiting the better part of a year before I actually have a book in my hands.
enthusiastick: (nightcrawler)
At Story Games Boston last night I got involved with a game of the Mountain Witch that our GM, Nathan, jokingly referred to as "the biggest game of Mountain Witch ever played." Its a game for three to five players, you see, but due to an unusually high turnout for Story Games we had seven players. And since its a game about ronin climbing Mt. Fuji to slay the Mountain Witch who lives at the summit we made a lot of Seven Samurai jokes during character creation.

It is a really nifty game and I will have to acquire it when I have a little more cash so that I can run it for some people, and also steal adapt some of the system elements for use in my own games. Each character has a zodiac sign and 2-3 defining traits (mine were "fat yet agile" and "comic relief" -- oh yeah, I'm playing That Guy) which are things that your character can do that no one else's can. But in terms of dice mechanics the game is all about trust. You can only gain any real advantage through trust tokens, but increasing your trust in another PC also makes you vulnerable to having your narration rights hijacked by them. It all works out really well and really interestingly, particularly in light of the fact that, first thing, each character is dealt a randomly assigned dark fate, which their player is responsible for foreshadowing and bringing to eventual fruition. Which is to say you're all going to end up betraying one another and/or dying horribly, which makes trust an even stickier wicket. I'm into it.

I will admit to a little bit of nervousness, largely because Nathan had been talking about wanting to run this game for a while, and wanting to run it for the full three sessions it would take to do it justice, and much as I am hopeful, I am not optimistic about that group of eight people sitting at the same gaming table again in any sort of timely fashion. And its a really cool game, so I want to play it again, and I get the same sense from everyone involved, but its eight people with busy schedules including several newcomers to Story Games, so... we'll see.

In any event a good time was had by all. Nathan did a good job of wrangling us, letting us sort of run wild during character creation, telling stupid jokes to one another and trying to outdo one another to come out with the most outlandish yet awesome traits for their samurai. The winner, in my opinion, was definitely [livejournal.com profile] foreign_devilry who, after a moment of staring off into space thoughtfully, simply wrote the word "dead" in the appropriate space on his character sheet, smiling maniacally the whole time. It was a stroke of genius.

Things got under way and, with some polite nudging from Nathan, took a turn for the serious. The players were all very earnest, and though jokes were still made (I, after all, took "comic relief" as one of my defining character traits -- and yes I know I always do that, but its really working for me this time, so shut urrrrp) and people were still smiling we were all very sincere about our desire for this game to be cool and in-genre. And as a result of good players and good GMing the first chapter went really, really well (again, in my opinion.) Which will only make it more tragic if we aren't able to keep it rolling. Like I said, hopeful, but not optimistic.
enthusiastick: (nebula)
[livejournal.com profile] king_biscuit has asked that I talk a little more about the second Changeling game, the one I ran in college. Which is staggering, really, because each and every time I write an entry about these past games, even by request, it seems like an act of monumental omphaloskepsis. The notion that these posts are interesting to anyone other than myself is, frankly, a little hard to get my head around. Nevertheless I shall press on, because I was asked to, and I'm a sucker for fulfilling blog requests.

The game was set at a fictional boarding school in middle-of-nowhere Connecticut vaguely modeled after my own private school experiences and also the fictitious Huntington Academy. This players were all students and Changelings (except [livejournal.com profile] oberndorf who was a teacher and a Mage) dealing with the day-to-day difficulties of school, with the trials and tribulations of having an otherworldly soul layered on top. The fact that there was an apocalyptic-sounding prophesy in the mix didn't help matters any. If this sounds a lot like Buffy the Vampire Slayer, congratulations, you have seen through my cleverly disguised ripoff.

I don't remember all of the player character's names, so we'll do this by player:
  • Gavin played a Pooka of the falcon aspect. He wrestled with the weighty contradictions inherent in being a soccer star while also being addicted to cigarettes, and his Pook-ese generally took the form of an incomprehensible and really bad Irish accent.
  • [livejournal.com profile] _glass_house_ played a Satyr who had taken the Winged merit, meaning she had to dress creatively. She dealt drugs and otherwise wreaked havoc.
  • [livejournal.com profile] lassarina played a Sidhe and was generally a prig and a pain in everyone's ass, as befitted her kith. She was also completely not responsible for spawning an evil Cerberus chimera that later transformed into three separate and perfectly servicable guard dogs.
  • [livejournal.com profile] oberndorf played a Mage, as stated, because he was older than me and I didn't know how to tell him "no." He spent much of the game exceedingly confused, and that was before he was dragged into the Dreaming, where things got really weird.
  • Rodrigo played a grasshopper Pooka, a younger student whose Pook-ese generally took the form of being borderline autistic. The older kids cleverly taught him to shout the names of various venereal diseases at [livejournal.com profile] lassarina's character.
  • [livejournal.com profile] thablueguy played a Redcap who was sort of a bully and a punk, although he forged a surprisingly deep rapport with Rodrigo's character and only rarely threatened to eat him.
The best comedic in-character exchanges of the game by far were had between [livejournal.com profile] thablueguy and Rodrigo. They went something like this:

[livejournal.com profile] thablueguy: I don't mean to be so angry, but I'm just do damn hungry all the time.
Rodrigo: *blinks loudly*
[livejournal.com profile] thablueguy: I'd eat my own leg if I could just stop being hungry. (sheepishly) Sometimes I think about eating you.
Rodrigo: *blinks loudly, twice*

For all my angsty guilt-ridden rambling about it yesterday, it was a genuinely good game, based mostly on the strength of the player's performances. Overall I think everyone had a good time, and the player characters bounced along from one crisis to another before bumping into the metaplot hard. They went into the Dreaming in search of one of the keys to the Triumph Casque of Sorrows, as had been foretold by the prophecy that guided much of the second part of the game. They returned from the Dreaming surprisingly unscathed, just in time for the story to draw to a moderately satisfying conclusion. On a good day I look back at it as one of my better achievements.
enthusiastick: (eagle in flight)
So, following on from my last post, let's talk about the other big Changeling game in my life.

We're into recent enough territory now that I actually have notes for that game, carefully archived and backed up on some auxilliary storage medium, an external hard drive or possibly a burned CD. And I suppose I could dig them out and pore over them in an attempt to recapture just what was going on there, in that place and time, but then you wouldn't be getting an entirely honest impression. My memory would be refreshed and therefore different things would rise to the surface. As it stands you get a relatively unbiased window looking in, a snapshot of what I actually recall when conjuring up thoughts about that particular roleplaying endeavor.

And besides, why look at boring (and at this point arcane) Storyteller's notes when I've got pictures?

I don't have a scanner in my life, otherwise I would attempt to share these pictures with you, because honestly they need to be preserved in digital format. They are among my most prized possessions. Rodrigo drew them, and through my various moves across the country and around greater Boston I have carried them with me to each new home. Rodrigo played in that game, you see, in the time when [livejournal.com profile] thablueguy and I were still sometimes referring to him as our "pet freshman," a tongue-in-cheek sobriquet that he put up with for some reason, demonstrating far more self-assurance than I would have in his shoes.

I like to think that each time I sit down at the table I bring an increasingly refined toolkit to bear on the gaming hobby. In planning for Changeling I was demonstrating that I had learned from my mistakes in Exalted, falling back on a system I knew so thoroughly it was like rediscovering an old friend. To this day I could probably make a Changeling character from scratch, given a little paper to work with, and given a handful of ten-sided dice I could even run a passable one-shot in the system, all without the aid of any books. Which isn't to say that I don't have books; I have most of the books in the Changeling line and I cherish them. I've just moved beyond them, which meant that I was operating in a sandbox that was very, very familiar to me. It was like coming home.

I was also utilizing what I had learned from the ill-fated Chicago chronicle, albeit in an indirect way. I was more of a dewy-eyed idealist in those days, as evidenced by some of the entirely fatuous and yet ultimately very characteristic things I said on an audio-only documentary on roleplaying games Rodrigo made as an exercise for one of his RTVF classes. I believed then, as I do now, that roleplaying could be a vehicle to something greater, something sublime, and that at its best it could actually change your life. And I was starting to understand the mechanism by which that was accomplished; it became less of a blind belief and more of a demonstrated phenomena that I was eager to utilize.

Too eager, perhaps, because as could be expected I pushed too hard and too fast. It was a good game of Changeling, in the end, but it was just a game, and I subjected friendships to stresses they should not have borne in my attempts to use gaming as therapy, to make clumsy ham-fisted points to people about things I didn't have the temerity to broach so arrogantly in real life. Frankly, after some of the crap I pulled, I'm surprised that [livejournal.com profile] lassarina is still talking to me (and [livejournal.com profile] _glass_house_ as well, though I was not quite so much a blunt instrument with her.)

It didn't help matters that the interpersonal relationships of the players were often tense and strained out of game, but I made things worse and I did it deliberately. People made characters that in some way reflected these issues, as they tend to do, and several times I herded them into head-on confrontations. It could have been awful, and a few times it sort of was. Ultimately I got gun-shy, pulled back from the brink, re-focused on the plot and brought the game to its conclusion. Ending games is a rare pleasure and I like to think this one went over passably well. I was looking to have an affect, and its clear that I did, but not in the way I would have wanted to, looking back on it.

But at least I got awesome group portraits out of it, hand-drawn by Rodrigo and carefully preserved by me. They're waiting to be scanned and someday, probably, framed.
enthusiastick: (shoot the moon)
Alright, so we are once again playing the Total Request Geek game, this time fulfilling the demands of [livejournal.com profile] oberndorf, who has asked that I reminisce about a couple of games I ran in college. Since we seem to be proceeding in roughly chronological order:

In the summer before my sophomore year of college White Wolf decided to put out an entirely new game line called Exalted. At the time they didn't know what a staggering success it was going to be, and so they were terrified of marketing it as the entirely new thing that it was. Their earliest advertisements tied it, conceptually, to the original World of Darkness, explaining it as some sort of secret mythic history. If you accepted the Kindred of the East version of events, then we were currently in the sixth incarnation of the cycle of ages, and Exalted could be seen as either the far past or the far future of that world. In addition to protecting White Wolf's interests this also helped to explain their choice to rape and pillage the thematic elements of the World of Darkness wholesale for use in the Exalted line.

Its interesting to note that, once Exalted took off like a rocket and became their new cash cow, White Wolf finally had the money and the stability to tank the original World of Darkness, a move they claim they had been planning since the very beginning. I don't know if that's true or not, but I do know its interesting to see how these things progress. They went from being fearful of even putting their toe in the Exalted pool for fear of threatening their precious World of Darkness to using it as leverage to totally reinvent the product line that was responsible for their very existence as a game writing company.

Needless to say I bought Exalted. And right away I liked it.

I didn't, however, understand it. I pretty fundamentally didn't get it, probably due to the fact that I perused the book relatively casually. I saw the elements I liked, the kung fu and the allusions to anime and Final Fantasy. But I utterly failed to notice that those elements had been carefully fitted and modified, so that rather than forming a hasty patchwork of cool things they fit into a seamless and integrated whole, a whole cloth cosmology that actually made sense. Similarly I wasn't as crunchy back then as I am now, and while I appreciated the versatility and obvious potential of the Charms I didn't really understand that they formed a truly gestalt power system at least on par with 3rd edition D&D.

And it is out of that lack of understanding that my first ever Exalted game grew. Having learned from my mistakes with the Chicago chronicle I endeavored to give the players what they wanted. Inspired by the starting setting of Chrono Cross I set the game in the islands of the West. I let Gavin play a one-armed pirate, because the notion that Celestial Exaltation was reserved for hale and hearty hosts was implicit in the first edition (a mistake they hastily and thoroughly corrected in the second.) I gave [livejournal.com profile] oberndorf a non-functional Final Fantasy style airship, a relic of the first age powered by hearthstones, so inherently cool and powerful that it should have counted as an Artifact 5 at least, if not an Artifact N/A. I didn't know what I was doing and it showed; rather than having my players struggle through Charm selection I picked their first five Charms for them -- badly -- and endeavored to let them grow from there as we all learned the system together.

As a result it imploded pretty rapidly, which is a good thing, because I had honestly no idea where I was going with it. Its a testament to how cool a system it was that I as well as several of my players remained interested. [livejournal.com profile] thablueguy helped me to get a better grasp of what the game was actually about, as did [livejournal.com profile] pax_malificus, who would go on to run an a more succesful Exalted campaign, at least briefly, that included [livejournal.com profile] attackmonkey, [livejournal.com profile] loopygirl and [livejournal.com profile] the_matras among its players.

I'm sad I can't say more about the Exalted game I ran, but honestly it was short-lived, a brilliant flash of coolness that far exceeded the amount of work I put into it, and then burned itself out and was gone. Fortunately it was eventually replaced by a new game of Changeling. A post about that should follow soon.
enthusiastick: (Default)
I laid open the floodgates to requests a couple of posts back, and to my relative surprise a couple came trickling in. Alright, fair enough. Let's do this thing.

[livejournal.com profile] sleetfall has asked that I describe a little bit of the ill-fated Vampire game I ran, a game which was in many ways the bastard great-grandchild of the Changeling game that got me started playing White Wolf games in the first place. When it comes to gaming I am notorious for my tendency to get pretentious and overblown about the tiniest little thing, to spend days agonizing over the name of a minor NPC and to hesitate for weeks on end before finally settling on a title for the campaign. You see in my demented little head all campaigns simply must have titles, otherwise how would you know that they were wonderful, meaningful stories? Yes, I know I'm crazy. But its important to me that things have titles (whether or not anyone but me knows it), that they be relatively succinct and yet evocative, summing up what a game is about thematically in a few short phrases.

Which is why its significant that years after the fact the people involved with this game still refer to it simply as "the Chicago Chronicle," a lackluster moniker if ever there was one.

It went down like this: after bits and pieces of other games coming and going, as they tend to do, with false starts and creator's remorse and all that jazz, a group of people emerged who were committed to the idea of a regular, long-running game, something we'd all been without for a while. There were three players and a GM, just as there were in the Changeling game, which is one of the reasons I have come to think of three as an ideal number of players. The GM (or Storyteller as he is referred to in the White Wolf parlance) was me, elected more or less by default and by circumstance. And the game in question was to be a Vampire game.

The thing is, back then, I was really not into Vampire: the Masquerade. I wouldn't go so far as to say that I hated it, but it was fundamentally uninteresting to me. So I made one of the most petty and childish decisions I have ever made in my gaming career, a decision that would come back to bite me so hard that I'm still reeling from it today. I decided that we wouldn't actually play Vampire after all. But rather than being clever and simply disguising another game as Vampire until things were up and running, I decided to use Vampire as a springboard into running the sort of game I actually wanted to run, which is to say basically anything else. I decided I would run a Vampire game so frustrating, so aggravating, so relentlessly oppressive that no one in their right minds would want to continue playing it, under the theory that after a few sessions everyone would quit and we could get on with having some real fun.

"So frustrating, so aggravating, so relentlessly oppressive that no one in their right minds would want to continue playing it." I succeeded, and failed, beyond my wildest dreams.

Its confession time, deep dark never-before-revealed secret time. In my head, at least, the Chicago Chronicle had a title after all. This being the late nineties I originally referred to it, in my internal monologue, as "Everything You Want." What can I say, I was a pretentious mindless twit when I was a teenager. Eventually that title would transmute, again only in my head, into the far more fitting and less asinine "(Be Careful) What You Wish For." I was resolved to let my players, none of whom knew all that much about the world of Vampire, make whatever ridiculous decisions seemed fitting to them at the time and then suffer the consequences. Moreover I decided to distill each of their character concepts down to its very core, figure out what it was that they really seemed to want out of playing that character, and then give them the exact opposite. Cruel and unusual? You bet. And did it backfire completely? Uh-huh.
  • Kate P, who you may remember from my earlier descriptions of the Changeling game, wanted to play a Lasombra, because, well, who wouldn't? Obtenebration is neat. I played upon the psychological issues of both her character and the player herself, rapidly rendering her so terrified of even thinking about manipulating the shadows and darkness around her that she soon flatly refused. Her character's best uses of Obtenebration were unfailingly the ones that were completely involuntary, and generally reduced her to a sort of whimpering catatonia.
  • Salomé, in a game in which the other two players wanted to play members of the core clans of the Sabbat (without really understanding what they were choosing, mind you) wanted to play a Caitiff. Not a Pander, you understand, but an honest to god Caitiff, without any real knowledge of what she was or where she came from. And thus I elected to make her, completely without her knowledge, a Malkavian Elder with a lower Generation than any of the other PCs and several of the major NPCs. She also would find herself using Disciplines without her knowledge, although she rarely if ever recognized them as the upper levels of Obfuscate.
  • Finally [livejournal.com profile] sleetfall wanted, for reasons that escape me, to play a Tzimisce, a vampire seduced and Embraced by a beautiful woman in a story so rife with classic Vampire themes it could have been taken right out of Anne Rice. His character secretly had a heart of gold, and he was looking for a story about a hero in darkness. I had no intention of letting him live as long or as well as the whiny Louis de Pointe du Lac, and thus decided that almost everything he thought about the circumstances of his Embrace would turn out to be wrong, a fact that would crushingly be revealed to him mere moments before his anticlimactic and ultimately meaningless demise.
In a turn of events so stunningly predictable that you all have probably worked it out by now, the players simply couldn't get enough. I felt like mafioso Lou in Fight Club, watching in confused and increasingly horrified disbelief as my players, in the role of Brad Pitt, took all the abuse I could dish out and seemed to actually derive some sort of insane pleasure from it. This ill-conceived Vampire game, not designed to run more than a session or three, suddenly had to find a way to keep going and going because the players demanded it (despite the fact that, reasonably speaking, all three of their characters would have been dusted sometime around the start of game two.) And so it was that I learned a very fundamental lesson, a lesson that has served me well as a Storyteller 'lo these many years: most players are fucking masochists. Give the people what they want.
enthusiastick: (defying gravity)
These strange little trips down memory lane I've been writing lately seem to be well-received. [livejournal.com profile] king_biscuit has asked that I post a little something about the first Changeling: the Dreaming game I ever played, way back in high school. I'm only too happy to do so, as it was one of those Games That Changed My Life (or at least my perspective on roleplaying as a hobby). If anyone else has any requests please don't hesitate to make them. In addition to flattering me they're a good way to remind me of things I ought to post about but have never gotten around to.

Incidentally White Wolf has announced that their second attempt at a "limited run" game for the new World of Darkness (following up on the disastrously ridiculous Promethean: the Created) will be a re-imagined version of Changeling, theoretically due out later this year. They made this announcement in August of 2006 and claimed that Ethan Skemp, a designer of no small repute, would be heading up the project. Subsequently they've been disappointingly quiet about it, but I remain hopelessly optimistic.

Alright. So we're setting the Wayback Machine even further back today, all the way back to the mid nineties when I was just a lowly freshman in high school. Middle school had chewed me up and spit me out pretty badly. In high school I was lucky enough to be taken under the wings of some well-meaning but ultimately delinquent upper classmen, whose cavalier ne'er-do-well attitudes go a long way towards explaining the way I am now.

As a note to all the dear friends I have made in the past five or six years, who think of me as a spaz and a dork (and proud of it!), please understand that during this period in time I was at least thousand times worse. I was a whiny, self-obsessed and above all geeky little fat kid, and many of the positive qualities I theoretically now possess were much less noticable back then, muted behind a wall of spastic hysteria and noise. I was loud(er) and (more) annoying, and I'm sure often obnoxious, and its often miraculous to me, looking back, that I had as many friends as I did. And to those friends who knew me back then, a heartfelt thank you, and please let us never speak of it.

At some point my good friend [livejournal.com profile] theshanakee introduced me to Dave A, an older chap who would serve as our Storyteller for the game. Dave was a former mentee of [livejournal.com profile] theshanakee's father, who was the head of my school's theater department, and an uber-geek on levels I suspect I shall never ascend to. He was also a devoted White Wolf guy, and he rounded up a pack of us and set about crafting a Changeling chronicle which rocked the very foundations of my young world. A quick dramatis personae, in no particular order:
  • Gallus Moorland (sp?), an Eshu Wilder, played by [livejournal.com profile] theshanakee, was a proud and badass capoeirista with a mysterious past and an occasionally dark outlook.
  • Mystic Nightwing (aka Misty), a Sidhe Wilder of House Eiluned(?), played by Kate P, was a beautiful poet with a host of issues bordering on agoraphobia, watched over by an NPC Troll Grump named Ager who became a sort of grandfather figure for the entire group.
  • the Nazz, a bunny Pooka Childling, played by yours truly, was a ridiculously-named rascal and budding jongleur with a talent for attracting big trouble.
There was also a Nocker Wilder whose name escapes me at the moment, played by Oliver M. His character was very important in the game's formative stages but his player soon proved too busy for the group and he was left behind, which is why I don't feel so bad about leaving him off the list.

I wish I could provide you with some single amusing in-game anecdote that would sum up the game neatly, but the fact of the matter is I can't. Its too big a thing in my memory; it started simple and just kept adding depth until it was an epic story that seemed larger-than-life in my teenage mind, the details and events of which were as meaningful and important to me as my actual life at the time. I had never had that happen to me before, not by a long shot. I was enough of a geek that I had roleplayed in a structured way before ([livejournal.com profile] sleetfall had seen to that) but for some reason none of my fumbling D&D games had ever developed in this way. I think perhaps because the emphasis was on story over system, on the fantastical details of this otherworldly adventure rather than the hack 'n slash, it resonated differently. I was able to put bits of myself into that character, and then say things in his voice that I alone could never say.

Not that it was always a serious game. We had our share of mis-adventures involving slingshots designed to fire frozen chickens, and other assorted bits of wackiness. And we chewed up the landscape with the best of them. I recall at one point realizing that there was a skating rink at the Seelie Court we were visiting, and my character promptly took over, hopped onto the rink and began shushing around without skates on his big, stability-providing rabbit feet, in such a way that amused me no end and de-railed the game rather massively. But we muddled through and just kept playing, and the game took on a life of its own, as such things often do. And eventually it fell apart without truly ending, which is a pity, but it means that in a way those characters are still out there, still poised for their final conflict with a long-running antagonist called Hollyboy, still rollicking along on their madcap adventures...

That game meant a lot to me, at the end of the day. And it spawned a whole host of other games, as each of the players took their hand at running White Wolf games of their own. Without it I would never have discovered my deep and abiding love of Mage. And I would never have made the fateful decision to run a Vampire game set in Chicago, long before I had ever visited that city or decided to go to college there, a game that [livejournal.com profile] sleetfall and I are still talking about years after the fact. And I would never have ended up with this nickname, never ended up being thanked as "Random Pooka" in the Special Thanks of one of the later Changeling supplements, never have named this journal [livejournal.com profile] pooka_madness. And I wouldn't be able, even today, to break into Pook-ese at the drop of a hat. Its not a skill that's often called upon, not outside of my deluded head anyway, but its a part of who I am and it still makes me smile.
enthusiastick: (future love)
I had a very uneventful weekend. My half-hearted cold turned into full-blown misery, so I spent most of the weekend lying on my bed watching Buffy and drinking Vitamin Water. I did manage to get out Friday night and head over to [livejournal.com profile] human_typhoon & [livejournal.com profile] dippy423's place, where I ate Chinese food and [livejournal.com profile] thablueguy began the process of assembling the armor he's making for me and actually fitting it to my person. I am, if I have not mentioned this before, really super psyched about this armor, which continues to look more and more awesome. I'm starting to think I like playing more than I like staffing, which is ultimately unfortunate, as I have my doubts about Legends being as good this coming Spring as it was this past Fall.

Battlestar Galactica was new last night, and good, although my affection for the series has plateau'd somewhat. I don't get nearly the same geeky butterflies in my stomach feeling from BSG as I do from say, Doctor Who or Heroes (which is back tonight, huzzah!) Anyway. The supposed cliffhanger from December's episode resolved more or less as expected, and as ever teasing hints about plot development failed to bear any fruit whatsoever in the form of actual revelations. The Starbuck/Apollo tension that was theoretically brought to a crux will also apparently be serving as the A-plot for the coming episode, but I don't have any special hope that it will be resolved in a meaningful way either. I'm not as bitter as I sound, I just wish they didn't feel the need to stretch things out so damn much. It seems like things only happen on this show on the seasonal scale, as if I could watch one episode in four and know just as much about what's going on. Not that I ever would, of course, because I'm addicted.

Also it causes a little bit of cognitive dissonance that the Cylons I had been referring to in my head as the "single-run models" have subsequently been semi-officially termed the "final five." I suppose that appellation is more mystical-sounding, as well as being shorter, but its less descriptive. I got completely used to the term I made up in my mind for my own discussions, and having to relearn it as something else is a minor irritation.

On an entirely different note I bought the Eberron corebook from Amazon.com via Christmas gift certificate. It shipped this morning and should arrive by the end of the week. It was largely purchased on a whim; I've thought the setting was cool ever since I first perused it, and was struck recently with a yen to pore over a sourcebook containing just that sort of well-developed 'fantasy with a smidge of horror for good measure' world. The trouble is that since Eberron was first released in 2004 Wizards of the Coast has annoyingly gone ahead and released supplements for it, in their usual money-grubbing fashion. Some of these can obviously be ignored but others (Races of Eberron, Magic of Eberron, Faiths of Eberron) have the unfortunate distinction of looking both interesting and useful. So this is my appeal to the D&D nerds in the crowd: are the ancillary books worth buying?
enthusiastick: (nebula)
A fond memory of games gone by, dredged up by discussions had after StoryGames last night:

[livejournal.com profile] rollick: Um, Chris?
[livejournal.com profile] pax_malificus: (distracted) ... What?
[livejournal.com profile] rollick: (sheepishly) I, uh, want to do magic.
[livejournal.com profile] pax_malificus: What? (faux annoyed) There's no magic in my Mage game.
enthusiastick: (the quiet)
Its been a relatively busy couple of days for me; Tuesday I tried to pick up my Exalted game again only to be shy a necessary player and unable to move forward. I ran a Primetime Adventures demo for [livejournal.com profile] euchaotic and [livejournal.com profile] sleetfall instead. The vastly different style of play seemed to take a little getting used to, but they warmed to it after minimal prodding. I'm hopeful that's an indicator of things to come, as we have discussed getting together some sort of Tuesday night gaming thing, with regular long-term campaigns happening every other week and short-term experiments and one-shots taking place in the off week.

Strangely enough yesterday was gaming too, the triumphant post-holiday return of StoryGames Boston at [livejournal.com profile] pandemonium_bks. We played some Shock, which was new to me and very thought-provoking. When things took a turn for the cyberpunk I made no attempt to reign in my love for some of the sillier elements thereof, and the evening for my character culminated in a battle with some franchise ninjas, after which he was forced to sign away his integrity in exchange for the antidote to a poison which had been slipped into the fast-food sushi he had eaten moments earlier. A good time was had by all, or at least by me, and that's all that matters.

On a sadder note for the geek in me I don't think I will be making it to Arisia this weekend. Its not that I don't want to go, its just that their website currently is forecasting that they'll hit capacity Friday night and then won't allow any more people into the convention. Probably something to do with fire codes. I'm pretty bummed out about that, as I was planning to do as I did last year and just buy a Saturday pass in order to slip into the Webcomics panels. This year not only would I have the chance to hear [livejournal.com profile] demiurgent speak but also [livejournal.com profile] the_ferrett, live and in person. Ah well, its what I get for not planning in advance. I'll keep checking the website in case something changes, but I'm not hopeful. There's always Vericon.
enthusiastick: (the quiet)
A few months back I started regularly attending Story Games Boston, a weekly open gaming night run by a handful of local guys. The group meets Wednesday nights at the new and improved [livejournal.com profile] pandemonium_bks in Central Square. People congregate starting around 7 PM, and by 8 o'clock the introductions are generally out of the way and we get down to it. General attendance is around 8 people, and on an average night that gets broken into two groups of 4 who then go on to play some sort of one-shot story-based game. Several of the guys involved are actually local independent game developers. We play a lot of Primetime Adventures, and talk a lot about Dogs in the Vineyard and Wushu, and debate the merits of Prose Descriptive Qualities versus Cinematic Unisystems. Its pretty much geek heaven for someone like me.

It isn't going to survive in the long term, at least not in its current incarnation. The guys who started it up were interested in it as a sort of experiment, I think, and also a way to meet people. But there are limitations to the format. Being open to anyone who shows up keeps us from being able to do much of anything that can't be fit into one three to four hour gaming session. Changes are clearly on the horizon, and the group is already discussing them openly. There's been a holiday-related dip in attendance, and I think when the dust settles in 2007 things will have been shaken up somewhat. I'll continue to be involved, of course, because its right up my alley and because I really like some of the people I've met. And I hope the core of that group survives in some way or another, because I'd hate for yet another roleplaying outlet in my life to simply peter out.

Which brings us to the heart of the matter. Being involved with the Story Games group has got me thinking about the kind of games I enjoy, and about the kind of stories I want to tell. The three-man Exalted game is on an unofficial hiatus right out of the starting gate, an all too common experience with games I put together. I'm hoping I might be able to breathe some life into it in the new year, but if not I'll just pick up and try running something else. This time I'll have the tools and knowledge I've gained from Story Games at my disposal. Which is good; in addition to being full to the brim with new ideas about the stories themselves I also have some hope that character creation for whatever sort of game I run won't be quite so arduous this time around. I'm gaining new respect for diceless and low-crunch systems. I mean I always liked them in theory, but I never really knew how smoothly they could function until I saw a few in action. Now I may never roll big fistfuls of dice again, at least not in a game I'm running. We'll see.

So let's about the type of game I'd like to run. If nothing else this will benefit [livejournal.com profile] sleetfall, who stays with me every time a gaming project of mine fails due to interpersonal strife or neglect. I owe him a story arc that actually keeps going long enough to achieve a little momentum. I owe it to myself, too. Broadly speaking I think we can divide the styles of games that capture my imagination into three style traits. They are:

  1. Epic (Explore the World). The characters in an epic game are supposed to be heroes. The game world itself is the sandbox, and the characters concentrate on going out and interacting with it. They start out small and build up to powerful, forging alliances and gaining enemies. On a long timescale they're generally expected to save or change the world, or to die in the attempt, and then the story is over. Lord of the Rings is an epic story, and as a result this is the style of play I associate with D&D. Generally when I try and run Exalted it focuses on the epic. Exalted is particularly fun to me because the sandbox is so large and diverse, and because its themes and tropes have particular appeal. But really you can run an epic game in just about any system; what's important is that the focus of the story is on the characters exploring the world around them and overcoming obstacles within it.

  2. Mystic (Explore the Self). The characters in a mystic game are supposed to be seekers. Philosophy and religion are the sandbox, and the characters concentrate on discovering the nature of reality, truth and the soul. They start out everday people but generally gain access to some eldritch power, either due to an external influence or discovering something within themselves. On a long timescale they're generally expected to unlock the mysteries of the universe, engage in some conflict for control of reality itself, and then die or retire to the role of mentor for the next generation. The Matrix is a mystic story, and this is the style of play I associate with Mage: the Ascension and Mage: the Awakening. If Mage is the middle of the road, then games like Dead Inside make up one extreme and games like Nobilis make up the other. What's important is that the focus of the story is on the characters exploring the worlds within themselves and articulating what they believe.

  3. Dramatic (Explore the Character). The characters in a dramatic game are supposed to be characters. Everyday life is the sandbox, and the characters concentrate on getting by, building and maintaining relationships with the people around them. They start out naive, generally immature and selfish, and then come of age as both internal and external conflicts affect their emotional landscape. On a long enough timescale they're expected to mature and learn that you're never really happy unless you're happy with yourself. Firefly is a dramatic story, and I have recently discovered that Primetime Adventures plays this style better than anything else I've encountered. This is also often the style of completely freeform RPs of the sort run online in e-mail lists, chatrooms and blog communities. What's important is that the focus of the story is on the characters interpersonal relationships, on what they feel and how they grow and change over time.
Now as I stated these styles aren't mutually exclusive. Any good roleplaying game probably contains elements of all three, but the order of their priorities is generally pretty transparent. And gaming in my experience only goes well when people know and agree on which element is primary going in. And I find it goes best when people know which element is secondary and which tertiary.

Personally I tend to oscillate between being mostly focused on epic games and mystic games, which is why I've gone back and forth between trying to run Mage and trying to run Exalted. Ultimately I long to run a long-term game with a heavily mystic focus. I have been inspired by [livejournal.com profile] pax_malificus's Mage game (a mystic game with a dramatic secondary focus) and, since I didn't get to see it through, will likely go on trying to imitate it until the day I die. Frankly it takes a specific sort of player to get really into that style of game, however, because it requires periods of long in-character metaphysical discussions, often in the absence of anything that could be construed as action. And that's wankery, ultimately, I admit that. But I also like it a lot.

I'm going to run a new game next year, whether or not Exalted spins up again. There are only two questions, really. Who will the players be? And what style of game do they want to play?

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