Archive Page 2

23
Oct
09

au revoir and differences of opinion


“Freedom is the right to tell people what they don’t want to hear.”
– George Orwell, The Road to Wigan Pier

A lot of discussion around the status of the RPG Bloggers Network has taken place following a disagreement on terms of admission (in flammenkrieg terms not huge but hurtful to those involved). Now the admins have chosen to pursue their own projects.

I wish them the best, they’ve done great things and left sizable boots to fill.   Network members respond in different ways, displaying the Kübler-Ross model behaviours to unexpected changes – denial, negotiation, anger, depression, grief and acceptance.

Yet in what people are already lampooning as the Great RPG Bloggers Network Schism of 2009, it’s obvious a couple of things remain true.

First, anger towards the people you’re trying to persuade isn’t as effective as respect.  Insulting your audience will encourage them to stop listening or go elsewhere.  Maybe that’s what you want?  Yet those behaviours limit options and damage your credibility on a personal and professional level.  Even if you do them well.

Second, to quote Dale Carnegie: “You don’t kick a dead dog.”  The network is attracting criticism from those worried the sky is falling, disappointed at how the admins were treated or those hoping to develop their own vision.  The bug has bitten and the road has called.  I plan on continuing for the only way to fail is to give up.

I want the RPG Bloggers Network to move forward regardless.  The network is bigger than one individual and if you’re part of any network, it’s wise to respect it’s participants.  Word gets around and those who live by mudslinging usually get dirty themselves for with good intentions, the destination remains the same.

23
Oct
09

campaign branding: genre conventions

Genre conventions are a framework of elements that set a scene and provide an audience tools to help them imagine it and the wider story.  These conventions give a creator options and choices that make their story or game distinctive and help convey messages (thematic or otherwise) to the audience.

Aesthetic - The specific attributes of a story that helps define it.  The time, place, genre and basic premises of what is expected from the story.  Aesthetic conventions include oppressive regimes, armoured knights or isolated rustic colonies. These need to be outlined up front or the audience will be confused.

Ideological - A specific vision or sensory experience (a ‘look’ or ‘feel’) – if aesthetic is the substance, this is the style.  Here is the grit in your crime drama or the slick chrome in your science-fiction.  As over half of all communication is non-verbal, this is something ignored at your peril.

Rhetorical - Persuasive arguments employed by a story on it’s audience.  The social implications of those arguments may compel (compare The Handmaid’s Tale with Gattaca with Children of Men) an audience and contemporary issues can shape or alter the sensitivity of an audience to a story’s rhetoric.

Ritual - Behavioural actions associated with a particular genre, the traits characters display to comply with the above.  Action heroes are courageous, tough and rebel against authority.  Noir detectives are cynical romantics with internal monologues.  All of these (and more) are explored in one place

Aligning genre conventions can maximise story impact and speed setup.  The trick is to do it so the genre conventions are revealed in an original or innovative way.  Due to high exposure (how many TV shows and movies have you seen this year?) these are used and re-used to a point some call formulaic. 

Judicious blending or contrasting conventions can invigorate formulaic elements.  Robocop is cyberpunk but uses elements of the western and crime drama.  From Dusk Till Dawn is another example of blended genres.
Yet even blending can hit saturation.  The key then is to go back to the classics and work from there.

To give a story zip, it’s worth focussing on character and emotions powered by situations.  In order to provide characters, emotions and situations context, genre conventions provide a backdrop for the drama and help to wrangle thematic elements.

21
Oct
09

darksea war: tides of chaos

In darkness lit by phosphorescent fungi and the reflected light of fading magics on rushing water, the Darksea War continues apace.  New combatants enter the fray, drawn by compulsions woven by each side, formed out of horrific experiments or help from other worlds. Down the long years of war, aboleth and illithid have clashed over the limited resources, one seeks to drown the Underdark, the other seeks to civilise it.  Yet both seek to enslave those who remain and crush who resist their dominion.

The aboleth have been invigorated by the presence of the Elemental Chaos and Abyss that offers new allies to fight a war that for a while appeared to be siege-based and dependent on changes in water.  Now the aboleth plan an offensive based on sallies and counter-attacks hidden under the illithid.

  • The cultivation of failed servitors (or skum in Deep Speech) has given the aboleth a new weapon, while their fragility poses little threat to illithids, those approaching the lake-cities risk annihilation or aboleth control as they drive their former victims before them. The mere presence of skum has served to break sieges as their psychic dissonance enhances slime mage attacks.
  • Water archons have been recruited to the aboleth cause by invocations and portals to the Elemental Chaos and their presence presents the illithids with an unappetising problem.  The water archons can strike and retreat where there is water, cutting a swathe through massed illithid thralls and pulling them down to their doom.
  • Worse still, the aboleth have encouraged Dagon cults among some kuo-toa and these have led to devastating attacks on illithid thrall strongholds.  The aboleth help them by summoning kazrith demons whose hit-and-run attacks and tunnelling under key structures causes mayhem in thrall settlements.  Punitive raids by the illithids are frustrated by the supremacy of the kuo-toa in their environment.

The illithid have not been idle.  They recognise numerical superiority may not be enough and have delved into forbidden lore and experimentation to increase their superiority on land and to try and take the fight to the lake-cities where their enemies plot.

  • Bladerager trolls were created to destroy aboleth slaves and to sacrifice against the aboleth who lurk in the shallows.  Illithid-made bladeragers often display razor-edged crystals as well as broken blades and spikes and spear-heads taken from captives or thrall-forged.  The bladeragers are often transported in chains and loosed upon their intended enemies with devastating results.
  • The presence of a maw of Acamar amid some illithid raiders has provoked alarm among those few survivors; that some illithid scholar turned to a star pact for power is no surprise.  That the maw of Acamar appears to tolerate the illithid instead of just consuming them and their thralls worries many right-thinking individuals – if such terrible power can be harnessed against the aboleth, who is safe?

The Far Realm continues to provide both sides with resources beyond rhyme or reason.  The strange nothics serve both sides, mindblights are seen roaming the shores of the lake-cities hunting thralls while illithids retain cacklers as loyal if vicious pets.  The presence of fell taints have increased in the war, posing threats to all sides and making the Underdark even stranger and deadlier.  As more abominations spawn, the Far Realm comes closer.

Both sides are threatened by the duergar; vengeful former slaves of the illithid now loyal servants of the Nine Hells who have learned from their illithid captors.  The duergar are set against both sides but will make certain the illithid suffer since they are often in direct competition with the mind flayers and more than a few grudges have been passed down through duergar tradition.  The appearance of demonic allies among the aboleth has made them a target as well yet the duergar are smarter than to fight a war on two fronts.

The neogi have also escaped servitude under the illithid and intend to avoid that fate once more.  As a result they will trade with anyone including allies from both sides.  The slave markets are visited by both drow and kuo-toa; yet the neogi keep their customers at arms length while subtly sabotaging illithid expansion by a combination of proxies, treachery and magic.  On one thing everyone agrees, the neogi cannot be trusted.

19
Oct
09

play vs. story

“My take on the ludology/narratology debate has always been that it’s a clever and completely false dichotomy.  If what you’re into is talking about interactive entertainment, then it’s endlessly fertile ground. If what you’re into is making interactive entertainment, it’s literarily meaningless.”
        — Mark Barrett, game designer

So which is more important – game or story?  Every instance of what is referred to in the quote as interactive entertainment has narrative elements – in some cases flapping like vestigial limbs while others have huge plot museums for you to wander through – all to provide an answer to why you are here.

The quote above raises an interesting point.  Is plot essential to play?  Does it matter if you’re having fun grinding a level or three that you skip the exposition? Nobody stopped a game of Tetris because it broke their immersion – yet if you need that information to complete the game, you’d best have it available!

The priority that an audience places on mechanical interaction or completing challenges against that of story that helps you suspend your disbelief is more likely driven by a designer than by audience. Yet different players demand different things from games and a cohesive, entertaining story is often used as one of them.

This presents a paradox for tabletop roleplaying games.  I’ve seen games fall flat when players reject the set up.  If an event is unexpected and inconsistent, even if it follows the rule of cool, some players hit disbelief and utter “That’s just silly” or engage their right to choose and engage in mayhem upon the local village.

Equally, an alternate reality game stands or falls on exposition.  If you lack a strong lead then something new and shiny will distract your audience promising hidden stories, special benefits or unique merch.  While the interaction and challenges may be brilliant, without exposition you’re going nowhere fast.
Interactive entertainments in the vein of RPGs or ARGs require a greater investment of attention over time.  Using a story linked to the game as a reward is common to video games, RPGs and ARGs.  Some games implement this reward exclusively while others use it in tandem with formal play using rule mechanisms.
Ultimately it comes down to the design objectives of the game.  If you’re looking at formalised play then story is a secondary concern.  If you’re more interested in free-form play then story is suited as a framework and reward to participation. Determining what the players want then becomes important.
18
Oct
09

recession-proof gaming VI: the undiscovered toys

The financiapocalpyse is dragging it’s feet.  So if you’ve used up all the other materials, here’s some more stuff for you to peruse and play with.

Free games

For those of you who fancy a bit of sci-fi goodness, there’s steampunk alt.history courtesy of Broken Gears (which uses a d12 resolution system).  As it’s Hallowe’en soon, the classic Witchcraft RPG is an intriguing one-shot or go for 44: A Game of Automatic Fear – a fast game of robot replicants and 1950s paranoia. 

If you need a system to hang your setting from, try the Tri-Stat dX system or the PDQ Core System while story gamers wanting something different may try the No Dice RPG PDF that uses cards in various ways to power a system limited only by your imagination.

Generators
Scaldcrow Games have a page of random generators (I like the abominations and town details) that can provide rapid inspiration. RPGInspiration provide another page of random generators (from Greek city-state names to orcish hunting parties and sci-fi soldiers).  Dingle Games has a 3.x edition NPC generator that will save plenty of time for the harried DM.

Web Tools
For no frills building mapping, Small Blue Printer is good as it can do isometric and 3D perspectives but if you want full layout use Autodesk’s Project Dragonfly.  Both are intuitive interfaces and easy to print out.

Re:Subj is an e-mail-based group discussion tool almost perfect for play-by-email.  It uses public, threaded e-mail conversations to structure the information provided, works with any e-mail client and doesn’t need any registration.  Information is sent by invitation and there’s some healthy development in the works.

And if you need a fire & forget web page, then take a look at DinkyPage – create a one-shot page which you can customise to your heart’s content.  Abusive content, malware and phishing is not welcome but if you need to put something out quickly you could do much worse.

17
Oct
09

weekend warrior: aisenblut orcs

In the frozen Aisenfell, hardiness and cruelty are survival traits.  It is no surprise the orcs there have changed in a land where dragons are hunted for food and where abominations roam the ice.  A breed apart from normal orcs, the Aisenblut are known for hostility and supernatural power.  Their pale, dappled grey skin, thick white hair and almost colourless blue eyes with catlike pupils mark them as different.  Many Aisenblut are known for living without fire, preferring to salt their kills or hanging them so they develop a game taste.

Aisenblut Parb
The parb are the weakest warriors of the Aisenblut orcs, analogous to the drudge.  Like drudges, their concept of honour is non-existent and they enjoy charging at enemies and swarming them.  Unlike them they learned clubs are useless for hacking and employ bone-bladed short swords that can cut blocks of ice out of a glacier.  Their sensitivity to fire is such they avoid it at all costs, preferring the chill of the glaciers and the small igloo-like dwellings they make.

Aisenblut Mestetul
The mestetel are fierce hunters analogous to the raider often harrying their foes and prey across ice sheet and glacier.  They dislike fire intensely and aim a javelin at torch bearers and other fire-making types.  They are wiry but as strong as a parb and often intimidate them. Their hunter’s eye ability makes them fearsome foes in a skirmish where a javelin can find people who mistake partial cover as insurance against pain.  Their ability to pick out a concealed target and strike it with a javelin makes them deadly hunters and feared opponents.  The mestetul is also feared for charging the enemy with great spears – their superior reach often carries them into a shield wall with devastating impact.  Mestetul are keen on skewering enemy leaders as trophies. 

Aisenblut Yrokh
The yrokh corresponds to the orc berserker and it at least keeps with ancestral tradition as a blow from it’s greataxe will crush the weak who it despises above all things.  The yrokh is a brutish mass of dappled grey orc muscle and sinew, it’s ice-blue eyes menace all they see.  The yrokh braids the fingerbones of their fallen foes into it’s hair and revel in senseless carnage. For them, there is only kill or be killed and death in battle is chosen over retreat.  This attitude leads to a short, brutish life filled with other people screaming – this pleases the yrokh well.  It will serve those who are stronger but an yrokh will test for weakness.

Aisenblut Glazazimoi

A shamanic leader of the Aisenblut orcs though it serves an aspect of Gruumsh fitting to it’s chill environment.  It’s skin is bone white, shaven and scarred and it’s single blue eye radiates a chill light that invigorates other Aisenblut in battle.
The glazazimoi will inspire other Aisenblut orcs to fierce charges and use it’s eye of winter to weaken a foe for allies to finish.  If it is close to a group it will use it’s freezing blast ability to weaken foes then keeping close to it’s allies for them to benefit from the relentless chill and incite blood fury.
The glazazimoi often forms the tactical nucleus of a group and works as a shamanic advisor to the orcs of it’s tribe.  Unlike the eye of Gruumsh, it is much more inclined to tactics and defensive fighting (for an orc anyway).
On death, the glazazimoi’s eye shines with an eerie blue chill that coats it’s spear and the flesh in frost, allowing one final attack before the glazazimoi finally falls over, heart shattering into ice. The cold revenge is a gift from the Elemental Chaos stolen by Gruumsh when the orc race was still in it’s infancy.

16
Oct
09

inns and taverns: the barrel

The Barrel has the distinction of being built by dwarves yet it’s location in a human slum makes it less than popular with visitors.  The dwarves did not mind the location and made the best of the local sandstone.  The result is a smooth-walled vault whose walls appear made from terracotta yet which are strong and warm enough to defy the worst winter.  Those who drink here are mostly labourers and slum-dwellers, the occasional dwarf comes to visit.

It’s underground location is found by a short flight of steps to a pulley-powered elevator.  This doubles as security (few drunks have patience and few fops manage the work) and entry.  The pulley is simple enough operation and about a minute’s exertion to raise and lower.  The common room has a number of carved stone seats and benches at the walls with three alcoves (the space for the fourth is the bar) and standing room for thirty at a push – The Barrel alternates between bustling and almost dead.

The Barrel makes it’s own beer (a sweet russet brew) and bakes it’s own fruit bread and meat pastries to consume here or elsewhere.  Prices are cheap and the quality is average so the clientele keep it a secret.  This is a source of alarm for the landlord who would rather more people and less loyalty.  Accommodation is not available yet those unable to work the pulley are allowed to sleep it off but the stone benches and tables aren’t comfortable so most people try to avoid getting that drunk alone.

Water is dispersed by carefully-grooved tiles and air vents covered by stone bas-reliefs of dwarven heroes with holes in their eyes and mouths to remove smoke and stale air yet a fine mist forms at the vault ceiling.  Occasionally in the depths of winter the mist condenses so drops of rain fall on the heads of patrons much to the amusement of the regulars.  The mist is a distinctive feature that some claim is magic but any dwarf worth their salt knows this is just a consequence of it’s construction.

14
Oct
09

morality play

This month’s RPG Carnival deals with morality – both in game and audience. The title comes from a style of medieval and Tudor-era theatre where personified attributes (e.g. justice, charity) urge characters (and the audience) to live a good life.  Born of mystery plays where religion was distributed by the stage, a morality play is a Renaissance take on allegory.

What role does morality have in escapist entertainment?  Escapism permits a get away from the dolorous or banal nature of the real world.  Can entertainment vicariously give a moral holiday to an audience expected only to witness events?  When entertainment is interactive, is simulation of evil merely self-indulgent or actually evil? Where does escapism become transgression?

Moral holiday is a term coined by philosopher William James to describe a temporary respite from moral concerns using belief in an absolute reality – trusting the world to look after itself a while – until the individual is ready to return to striving for a better place.  Protagonists from Richard III to Dexter delight audiences while performing atrocities.  Of course, protests are made due to the immoral nature of it all.

Escapism is compatible with both morality and banality.  Banal escapism is certainly possible by the medium of ‘reality TV’ so moral escapism can and has been since Aesop.  I could tell you about my paladin but the heroic stance is often a default state.  This has led to examples of actual play subverting the social contract of a game due to dissatisfaction with formulaic adventure or a missing incentive to be heroic.

Allen Varney wrote an excellent article, Do The Right Thing where he notes many games use resource-based survival and the scarcity of games considering morality beyond good vs. evil or moral spectra with ethical bells & whistles.  Attempts to justify morality by mechanics foundered on relativism, consider Vampire with it’s paths of enlightenment and numerous hierarchies of sins.

Yet laws without authority or sanction are inherently weak and one size doesn’t fit all even with superheroes.  Moving from zero-sum into business ethics a moment, is a moral element an essential component in games design if only to provide context?  Is morality a genre convention or part of a social contract between players and to a larger extent, society?  Like it or not, the audience is part of a greater thing.

Violation of taboo is a provocative element and may be used for satire or shock value to reinforce established morals.  Using entertainment to justify evil acts exposes your ethical or moral integrity to criticism.  Players can ignore a moral framework and play as they like – rebellion against conformity moves to territory where things may bite not only in-game but also in reality.  How good is a game if it’s censored and censured?

The tipping point comes when the moral holiday becomes the moral retirement plan or when a consensual line is crossed.  Visiting a carnival and living in one are different things and require at least a shift in viewpoint.  Where there are those threatened by an alternative point of view, they need either to be shown the fears are baseless or where appropriate, reminded of the basic right to freedom of speech.

12
Oct
09

character development: the point of no return


Otherwise called that ‘Oh sh-’ moment where a character realises they must ‘do something’ about a situation or confront something that exposes them to a flaw or vulnerability.  Recognising the point of no return as a point for activity means the following:

Clear Options – Doing nothing must lead to obvious negative consequences.  Retreat must be worse.  If they didn’t bury their heads in the sand, signposts for different options need to be apparent. At least one option represents a theme at odds with the character and their goals or one where a weakness, flaw or gap comes into play.  From such seeds conflict will arise, whether it’s external battles or inner struggle.

Boons - The character may have help in dealing with the conflict – in the form of people (Merlin), places (Rivendell) or even objects (e.g. Luke Skywalker’s lightsaber). They can provide advice, safe refuge or even the tools to achieve success, not only at the point of no return but beyond…

Boons may be related to the theme of the story or adventure, or reflect the attributes of the hero or those attributes sought by the hero (e.g Excalibur is a symbol of kingship and martial power). They help to complete the character if they have suffered in the events leading up to the point of no return (Frodo is healed at Rivendell before leaving with the Fellowship).

Banes - Building a better enemy for a character has been discussed in my post on antagonists. They represent the opposing side of the conflict, in some cases a dark mirror of or an embodiment of the flaws or limitations of that character. The enemy may have boons of their own – or perhaps be the guardian of the boons for the character to obtain.

Banes can also be foils rather than foes, some foils can be turned into allies (e.g. Captain Louis Renault in Casablanca) while others may remain an aggravation and lesson as what failure can lead to. While foils can threaten the character, this is usually not potentially lethal to the character, that perogative belongs to the villain.

Threshold – This is a locus, a place or state of mind that must be achieved in order to begin dealing with the issues determined by the theme or leading to this situation.  The threshold can be a literal doorway or cliff top, or it can be a psychological crisis or journey.  What happens next is up to the character…

11
Oct
09

weekend warrior: unasha-ti

Another cyclops to answer the cri de coeur from Gothridge Manor for more monocular monsters, this one with a seasonal twist (a mummified cyclops) and as it’s harvest time, I figure a cyclops crusher with locusts, beetles and other crop eaters would be suitably scary.

The tale of Unasha-ti
A greedy cyclops who crushed those who defied him in the name of his fomorian masters, he would stalk the fields of the terrified subjects and crush them flat under his tread.  Yet the fey can be vengeful; they got Unasha-ti drunk on potent wine and restrained him with ropes as he slept.

When he awoke, things got inventive.  The greedy hunger of Unasha-ti was known well to the villagers so they mocked him as they filled his maw with beetles and grubs, choking him on a wave of crawling, scuttling things.  Then they raised him up on a pole as a warning to the fomorians he served.

Three nights later, the moon turned black as sackcloth and there was a faint red fire around the rim.  To their horror, the fey saw Unasha-ti break free from his bonds, crawling with locusts and beetles, leaving grubs in his wake as he crushed the fields under his tread.  The eladrin drove him off with burning magic but Unasha-ti wrought it’s revenge as the fields burned around his long strides, fleeing into the woods and hiding.

The gods heard Unasha-ti’s choked cries of suffering and deemed the punishment unjust; they unleashed him in his new state upon the fey who now seek heroes brave and powerful enough to strike down a terror of their own making.  Yet Unasha-ti has turned spiteful in undeath and thinks nothing of stripping the flesh from the helpless as he walks, wreathed in locusts, beetles and biting flies.




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