Showing posts with label GM Advice. Show all posts
Showing posts with label GM Advice. Show all posts

Tuesday, July 13, 2021

On Paper Men and Disposable Characters


I occasionally peruse Dell'Orto's Dungeon Fantastic; it's good stuff, and he gives me shoutouts and he's still blogging while a lot of my favorite blogs stopped, but a lot of what he discusses isn't that useful to me (and I suspect, a lot of the stuff I discuss isn't that useful to him). Part of it is our respective genres, but there's also a difference in philosophy between how he runs Felltower and how I generally run things, and I think it's typified by the paper man ethos, the amount of investment in your character that I would encourage and that he would discourage, and what that difference means for a lot of games.

Still, I'm fascinated by how other people run games.  I like to explore what other people are doing, because a change of perspective can show me things I never would have considered before.  Even if my style doesn't change, I can still incorporate some of what I learn, and I gain a better understanding of what I am doing.  And, of course, sometimes I find something very good, or I start to see a flaw in some thing I'm doing. So, I wanted to muse on what he seems to be doing and how I might approach a similar thing, or what I might suspect would work well in that genre.

I also want to note I wrote this post months ago. And then rewrote it.  And rewrote it.  So if it seems a little odd and scattered, that's because I've had to take a long time to sort out my thoughts on it.

Monday, March 15, 2021

Musings on Scale Escalation


I'm an anime fan.  It's an on-again-off-again affair: usually I'll lose interest at some point, or something else will catch my eye, and then I'll go in other directions for awhile, and then someone will recommend an anime, and before I know it, I'm buying DVDs and eating ramen, muttering that subs are better than dubs, and otherwise pretending I'm in college again.


The core anime (there are a few) that has caught my interest right now is My Hero Academia, which is a very well-done, if a bit by-the-numbers, shonen anime about super-heroes.  But what has struck me is how well it engages in scale escalation, though it should be noted it's hardly the only one, and in many ways, scale-mismatch is the driving tension behind One Punch Man.

Let me explain what I mean: nearly everyone in the world has super-powers, but most of the super-powers are lame: one guy might have stretchy, elastic fingers, or they might be able to light a candle.  Even the cooler ones might be pretty subtle and "mystery-men esque" like they might shoot a strong tape out of their elbows, or they might be able to stick to things and that's it.  But some characters have truly devastating amounts of power, like the ability to freeze an entire building solid, or create massive explosions with their hands. Most fights between supers tend to be low-scale, the sort of fights one might expect between characters on the 250-500 point level in GURPS: cool, but not mind-blowing.  Like two skilled fighters could be contained in a room in a building in a city.  Then suddenly a fight will erupt between higher level characters, or a high level character will unbridle their full power and the fight escalates to a new scale. You can't contain it in a small room in a single building in one city.  Instead, it spills out, begins to destroy the area, or it would if it was in a city. It's no longer an "n-scale" fight, but a "d-scale" or "c-scale" where stray damage from this fight would seriously injure or kill a bystander.

We like this sort of scale escalation.  It rapidly ups the stakes, and makes the fight more dynamic.  The story sets the rules for us to understand. Once we have a grasp of it and the stakes, it kicks us out of that comfort zone like a mamma bird kicking the young out of its nest screaming "FLY!" The rules haven't changed so much as greatly expanded, the tensions much higher, and a few variables, which should be obvious extrapolations of the existing rules, and we watch the characters grapple with this sudden expansion.  Ideally, a well-written story should make the solution to the new problem obvious in retrospect, but watching the heroes solve this new, higher-scale crisis with their smaller-scale skills drives a lot of the tension of the story.

Of course, what works in an RPG and what works in television show or movie aren't the same.  Nonetheless, it's the sort of thing I've seen many a GM hunger to replicate, but it usually fails. Why?

Monday, October 5, 2020

Why your RPG Campaign is a Joke

 

I tend to follow GURPS blogs, which means I mostly read my own stuff and Toadkiller Dog's blog, because we seem to be the most active ones in my reading list (we've diminished a lot from the heady days of the surge of GURPS blogs back when this blog started).  And, of course, reading up on Dungeon Fantasy, especially the "Rogue-like" approach he seems to favor, got me to thinking about randomness.  We tend to associate that sort of gameplay with very grimdark games, but my experience is that they often lead to hilarity and a lot of jokes.  Of course, most campaigns do, and I think I've made the connection between why, and why so many RPG campaigns "devolve" into comedy, and it is this:

Anytime you introduce randomness into a story, you create the opportunity for the unexpected subversion of expectations, typically in a hilarious way. Also, players need a release valve for tension.

Saturday, March 21, 2020

How to run an RPG VII: Narrative Flourishes Part II - Bisociation, Twists and Symbolism

Last time, we talked about alternative narrative structures. This time, I want to talk about diving deeper into your narrative, and allowing your players to extract more meaning from it. These tricks can spice up any sort of narrative!


Sunday, March 15, 2020

How to run an RPG VI: Narrative Flourishes part 1 - Alternate Narrative Structures

We've discussed a lot about narrative structures and the basics of storytelling, but "narrative" is a topic we could explore forever, as there are literally countless stories out there, all with different structures and motifs. This is an art, after all, not a science, so I wanted to expose you to a few different ideas to explore when spicing up your RPG narratives.


Saturday, February 15, 2020

How to run a Game V: The Shape of a Narrative

If you managed to stay awake in English class, you've seen this diagram:
Or, at least, something like it.  This has to do with the structure of stories, and if you're running game with a strong, narrative thread, you'll need to understand the shape and what it means.  I frankly find a lot of these explanations a little terse, with a great deal of emphasis on the climax and not enough on the other parts of a story, when each part matters, especially for your sessions and campaigns. So, this post is going to dive into it in more depth, and talk about how to make that structure work for your sessions, and talk about what it all means.

Tension?

These diagrams always talk about tension and I rarely get a good, clear explanation as to what that is.  The diagram to the right actually offers some pretty good insights, but I want to tackle what "tension" is and what it means for an RPG game.

Tension as Difficulty Curve

This is probably the easiest for a GM to understand for his game: as the game progresses, the opponents the PCs face and the challenges they face rise in difficulty.  This is a tool that a GM has that an author doesn't, so make use of it!  D&D, for example, uses "Challenge Ratings," and that makes a pretty convenient measure to increase the tension: the first fight of a campaign is going to be easier and lower in challenge rating than a fight at the end of a campaign.  This on its own isn't enough to create narrative tension, however.

Tension as the Fear of a Bad Ending

I picked this one up from Robin Laws.  If you're like me, you're probably a fan of KARTAS and you started watching to hear Kenneth Hite, but Robin has a real understanding of what makes narratives work, and one point I see him come back to often is that a story needs to generate the fear that the ending you hope for won't happen.  For example, in a classic romance, we have our heroine and she meets the hot hero and they hit it off, and the rest of the story is the author carefully worsening their situation and making it less and less likely that they'll get together, while giving us slender strands of hope that those crazy kids will find a way to make it. This is what keeps us reading, not just watching the tragedy unfold, but the hope against hope that it's all going to turn out okay even while we fear it won't. The greater that desire for a happy ending contrasted with the heightening fear that it won't happen, with enough strands of hope to let the reader believe that, perhaps, the good ending will happen, is what keeps the reader glued to their seat.  They want to know "what happens next."

This is a trick better suited to fixed narratives, like books or movies, than RPGs.  In a sense, you get this with the mounting difficulty curve and some other elements, but many narratives turn on the choices of the protagonist as well as exploring their character.  An RPG certainly explores the character of its PCs, but not in a way that the GM can control.  There is a temptation with these narratives to see the GM as the "author" of the narrative, and he's a strong influence, but a player participates directly, which mixes the role of author and audience, given that the player is invested in acquiring a good ending for his character.  Thus you have less control in contriving that intense tension that an author or director can create.  This is a good concept to keep in mind, but understand the limitations of your medium.

Said differently, fixed narratives, like books, can take away agency from the protagonist as a part of mounting curves, but RPGs tend to avoid taking agency from the PCs and, instead, gives them more and more agency as the campaign carries on.  Imprisoning and torturing PCs is much more likely to be frowned upon in an RPG than in, say, a Saw movie.  There are sufficient genres of RPG that this might not remain true in all examples, but it's a good rule of thumb to remember.

Tension as Complexity

This is something I see discussed more in game design than in book writing, but I think they apply to both.  It pairs well with mounting difficulty.

"Complexity" in this case means the mental load that the audience (and the players) are expected to carry by the narrative.  What you'll often see in game design are early levels that aren't just easier than later levels, but that the number of things you need to know about the game, and the number of elements you need to track to succeed in the game also increase.  The first fights in an RPG might just teach you the basic menu commands; The next set of fights might explain how different magical elements and status effects interact with your character, and then later between one another; later on, the game might add additional game mechanics that let you switch out character, or increase the total number of possible combinations, etc.  The game isn't just harder as it progresses, but more complex.

Stories can do this too.  They tend to begin with a very simple, familiar narrative, and as the story progresses, they introduce more elements of the world.  First, we might see highschool students doing higschool things, then we get introduced to a vampiric murder (an additional layer of complexity), then we get introduced to a monster-hunter society, then we get introduced to the conspiracy that keeps it all secret, then we get introduced to the real truth about vampires (they're totally not what we expected!), then we find out that the main character has been infected, and so on.  As the story progresses, our ability and need to understand the world increases, which is why you can't just toss someone into the fourth season of Game of Thrones and expect them to know what the hell is going on.

(This is also why a lot of authors will argue that exposition, the outright explaining elements of a setting, is bad form.  Yes, the reader needs to understand the setting, but in many ways that's the whole point of the narrative.  A good story will show you the world, bit by bit, and let you "experience it for yourself."  A bad narrative will tell you about the world, keeping everything that's interesting about it remote from you.  Similarly, you should be trying to get your players to play with your world, rather than letting them look at it remotely through a narrow porthole of exposition. Rather than explain, for example, that vampires are vulnerable to silver, hit them with a vampire in a room full of silverware and let your players flail about until they figure it out and drive him off.)

Narratives often have themes of wisdom: you know more at the end than you did at the beginning, and the main character has gone through a metaphorical "coming of age."  The rising line of tension is also a rising line of your knowledge of the world.

Tension as Interesting Questions

This is personally my favorite metaphor for rising tension, as it fits best with how RPGers experience a campaign, and it isn't too shabby at explaining more linear narratives either. You can view a story as posing, and then answering, a series of questions.  It asks the question, then explores the implications, then answers the question, and then explores the implications of that, and then possibly poses the next question, especially if it arises naturally from the first. These questions can be cosmic questions, such as what is the purpose of life, but more often these tend to be more practical, down to earth questions, like "How will those crazy kids get back together?" and "Whodunit?"

These make an excellent perspective for an RPG because these questions can represent choices that the PCs can make. Obviously, PCs make choices all the time, but these Choices are big Choices, with a capital C, and represent the Choices that the game turns on.

For example, to go back to romance as an example:
  • Will girl get with boy?
    • Even though boy is actually a vampire?
      • What about the other vampires around Boy? Will they hurt Girl?
    • And her best friend is in love with him?
      • Wait, shouldn't she tell her best friend that boy is a vampire? Doesn't she have a right to know? Or will she think girl is just trying to keep boy to herself?
    • And she's supposed to marry Other Boy, the one that her parents are crazy about, even though he's boring and possibly a little fanatical/abusive?
      • What happens if Other Boy figures out that Boy is a vampire?
If we take a murder mystery as an example?
  • Whodunit?
    • How could it be the rich heir if he was away at the time?
      • But then why did he show up so quickly? And what's with his angry call?
      • And why was his fiance here at the time?
    • How could it be the estranged wife if she lacked the strength to do the deed?
      • But does she have a lover who could make have done it? Who has she been seeing?
      • And given that she was written out of the will, what would she stand to gain?
    • It could have been the butler, but why?
      • The butler had a good relationship with the victim
      • The victim planned to add the butler to his will, but was murdered before he had a chance?
      • But why does so much evidence point to the butler?

    A story would just explore these, but an RPG can allow a player to make these choices. You can almost see how the arc would play out: we set up the relationship between Girl and Other Boy, we introduce Best Friend, we introduce Boy to Best Friend, then we introduce Boy to Girl, then we start to reveal the fact that boy is a vampire, and the other vampires, and then we create a situation where girl's player has to choose.  

    The fun thing about an RPG is that the player gets to pick, not the "author."  The player is the author of her own destiny, in so far as the world (via the GM) doesn't throw unexpected complications at her. If she doesn't choose Boy, who gets with Boy instead? How does she deal with the inevitable souring of her relationship with Other Boy? Does she try to fix it and try to soothe his jealousy? If she does choose Boy, does she also become a vampire? If not, how does she avoid the fury of the vampires in Boy's world? If so, how does she continue to interact with the rest of her mortal friends and balance it with her new obligations to the Night World? We have a natural ability to continue the story, to explore more questions and to create more choice points.

    Now, the observant of you might have noted that we're discussing narrative in the context of a linear game, and I observed that strictly linear games don't allow choices, and yet, here we are, offering up choices in literally the next post.  Understand that the models I've offered of railroads and sandboxes are deliberately exaggerated. Nobody runs a strictly linear game. There are ways to bound the choices the PCs can make (a dungeon, for example, offers choices in the form of branching hallways, but not in the sense of "I want to leave this dungeon and go start a rock band"), but some of the most satisfying games, even the linear ones, dive pretty deeply into these choices.  For your first few games, focus on a handful of Big Choices, and center your game around just those, like which faction your PCs will ultimately join, or whether the girl will accept becoming a vampire, etc. You can turn a lot of our narrative on setting up that choice, and then allow the choice in a pretty controlled way.  After you have more experience, you'll broaden and broaden the available choices until you graduate to a fully "open" model (which is why I argued "sandboxes are better, but start with rails").

    The Structure of a Story

    So now that we understand what tension is, let's talk about how it's structured in a story.

    The Introduction or "the Ordinary World."

    My favorite story structure I've ever come across was the one in Changeling: the Dreaming, which was a variant of the Monomyth used in Star Wars.  It's not a perfect structure, but I think it illustrates some things well, especially for a typical "adventure!" style RPG, which is most of them.  

    The first thing you want to do is introduce your players to the world. The point of the first moments of a story is to lay out the basics of the world: who are the major players, what does the character typically do, what is the world like?  This doesn't have to be boring.  The "ordinary world" of a monster hunter is, of course, hunting monsters, so a monster hunter game might start with the PCs in the midst of a fight against a (typical) monster. What matters is not that it is THE ordinary world, but their ordinary world.

    What I tend to do here is introduce the players to the basics of the rules.  For example, if its a game that involves fighting, run a simple fight: basic orcs and goblins for a D&D game, for example, or a simple zombie fight for monster hunters; super-heroes might stop a bank robbery, etc.  I also tend to introduce the basic NPCs that the players will often deal with, as well as the basics of the setting.  If it's a setting where magic is normal, they should see some magic during this part of the adventure. If there's a sci-fi technology that everyone uses, they should be using it in this scene.

    The point of this part is to lay down the basis for understanding everything that comes next!  This is a part that often gets ignored as "boring," but make sure to give it some attention. It's the foundation of your entire adventure, and the basis for the player expectations.

    The Inciting Incident, or "the Call to Adventure"

    The next part of the story is the "break" with the ordinary world.  Something happens, and it disrupts the ordinary world, and the player need to respond to it.  In so doing, they will leave the "ordinary world" and enter the next phase of the story, the "World of Adventure."

    Changeling's structure has some nice nuance: it introduces the "Rejection of the Call" and "Meeting the Mentor" and then "Crossing the Treshold." They explain it thus: the hero in the ordinary world encounters something unusual and otherworldly, something that doesn't fit their ordinary world: an unusual killing, a strange message from a scavenged robot, the discovery of a journal from an adventuring ancestor and their sword.  The Ordinary World quickly reasserts itself, reminding the hero of his obligations: the police chief takes the character off the case, or the character's boss calls and reminds him how important he is for work, etc.  Then someone or something shows up to convince the hero of the vital importance of the Call, how "the whole world" is at stake, not just the world of adventure, but the ordinary world which is likely unconscious of the peril it faces.  Then the hero agrees and faces the Guardian of the Threshold: after defeating it, he exits the Ordinary World (leaving behind the police force or his day job and other mundane concerns) and enters fully into the World of Adventure.

    Where the Ordinary World establishes the baseline to the expectations of the world, the Call to Adventure sets the baseline for their adventurous expectations.  It explains how this adventure is going to be different, and sets up the basic stakes.  It's tempting to see the Ordinary World as a fake-out (if we're doing a Monster Hunter Game, the first session might be about fighting zombies, but the real adventure is about fighting werewolves!), but it's better to see the Ordinary World as setting up the baseline of the world, while the call sets up the baseline of the adventure.  The seeds to the real adventure might already be there in the ordinary world (they often are, but ordinary people either ignore them or don't understand their significance, like perhaps your boss called up to come in "because everyone keeps calling in sick!"), and the Call to Adventure makes their importance crystal clear to the protagonists. This clarification is the intent behind the nuance of the refusal of the call, the mentor and crossing the threshold.

    Rising Action or "Tests, Allies and Enemies"

    From here, the characters explore the world.  This is the long, rising line of the tension, and makes up the bulk of the story or the adventure.  The point here is to introduce the primary complexities that the ultimate climax will explore.  If the players need to gather allies, they should be meeting those allies here.  If they need to fight an enemy, they need to get an introduction to those enemies here. If they need to collect items to defeat the big bad, they need to do that collecting here.  This is the arc where they learn all the things they need to learn to resolve the final crisis.

    In addition to just increasing the difficulty of encounters, consider also using these encounters as "tutorials," or "learning moments" for what the final fight will be like.  For example, if the end-boss can only be defeated by careful application of varying forms of elemental damage during a time-limited fight where no healing magic can be used, then you should use this time to have fights that feature elemental damage, time-limited fights, and switching up elemental damage types as well as recognizing when this needs to happen, and then put them in fights where they can't heal.  When they face the final opponent, they're not blindsided by all of these particular requirements, but instead have been learning how to handle those various challenges throughout your whole campaign.

    This is also a great opportunity to introduce the rest of the world to the PCs.  Try to avoid going hog-wild here and keep focused on the goals of your narrative.  For example, if you're running a game about vampire hunting and there are werewolves in the world, you might choose to introduce them here, but you need to think about why? If it's "because werewolves are neat!" you risk derailing your own campaign if the PCs find the werewolves more interesting than the vampire plotline. If, on the other hand, werewolves fight vampires, then introducing them as potential allies lets you route this little detour back into your main narrative after you overcome that obstacle and earn your werewolf ally (or gain werewolf powers you can use to defeat the vampires, etc).

    This is also a great moment for "side quests." If you want your PCs to get to know the NPCs better, or have romantic sub-plots, or gain some cool new weapon or great new spell, this is also where to do it. Just keep in mind the need to remain focused on your core plot (lest the players go wandering off and you lose your story... unless your prepped for that, of course!).

    The Climax or "The Descent into the Underworld" and "the Hero Triumphant"

    This is the point where people discuss the most, because this is often the most exciting part of the story. This is where the hero faces the final confrontation and, in victory, resolves the central crisis of the plot.

    Changeling dives deeper into this part as well.  They break it up into "Approach the Inmost Cave," "The Supreme Ordeal", "The Reward," "the Road Back" and "the Final Threshold." Changeling follows the Monomyth here, which has relations to the "Cult of the Bear." The Hero approaches the final crisis after passing the tests of the previous stage confident in their ability to defeat the final crisis.  They are wrong. In fact, they are a sacrifice and are metaphorically slain (typically defeated) and cast into the metaphorical abyss (often literally brought to a lower part of the world).  There, they learn the key secret, the twist, that pulls together all they have learned before and hones it into a tool they can use to actually resolve the crisis.  They are metaphorically resurrected, and then return, using their newfound knowledge to fight their way out of the metaphorical underworld and to return to their confrontation with the Big Bad and, finally, with their true understanding of the world given to them by their sojourn in the metaphorical underworld, they are triumphant and resolve the crisis.

    If you have a twist, this is the moment to spring it.  This is where you unveil the villain's true plot, where you spring traps on the player.  It's frustrating for your players, but this is actually a good moment to let them lose, or at least appear to lose.  Then, introduce the final piece that they need to bring together all the various things you've been teaching/showing them over the course of the adventure (say, a magical weapon that integrates all the elements, or the talisman that lets them manifest both their werewolf and vampire powers at the same time, etc), as well as some means to escape their defeat.

    This should represent the culmination of the adventure.  This might be the hardest fight of the game, though I personally prefer to let it be more of a test of wisdom rather than strategy.  By this point, they should have learned enough that if they put two and two together, the crisis practically resolves itself.  The adventure was to acquire two and two and then crisis incites them to realize that they must put both together.  Often, the final resolution is just an understanding of what's really going on (for example, realizing that all the vampires you've fought are really controlled by one vampire who was posing as your ally the whole time. You may or may not have a big fight with that erstwhile ally, but the realization of the treachery is ultimately what mattered, and stealing yourself to defeat your friend).

    The Denouement or "the Return to the Ordinary World"

    This often gets ignored too.  Once the crisis is done, then your English teacher probably waved her hands and said "and then everyone lived happily ever after, etc, blah blah blah."  But just as the Ordinary World served as a foundation for the story, we need to return to that foundation.  The downward trajectory matters as much as the upward trajectory.

    During the Return, the heroes need to see the results of their actions.  Whatever happened to the various characters they met on their journey?  Whatever happened to that one bad guy that got away?  Did these event adversely affect the people in the Ordinary World?  You can use this moment to tie up loose ends, or to leave a few open, for the next adventure.

    This should be a nostalgic moment.  Having crossed the threshold into the world of adventure, acquired allies, passed tests and collected treasures, and then descended into the Underworld itself and returned, they're no longer the person they were when they left.  The boss of your previous day job beholds you in your glorious armor and with your glittering sword with the gorgeous elf-wife on your arm and says "Ah, not going to make your Friday shift, eh?"  The characters should see that they no longer fit in the ordinary world and that they need to remain in the world of adventure or, barring that, that they'll be forever changed.  This moment has passed and they have matured into a new person.

    Some stories will include a second, lesser crisis during the Denouement, like Saruman in the Shire in the Lord of the Rings.  Be careful with this. Nothing you do will be as exciting as the climax of your story (and if it is, then it should be the climax!) but that doesn't mean it doesn't have value.  At the end of the Forbidden Kingdom, the bullied kid rises up and defeats his bullies pretty casually. Compared to the magical duels between godly characters he just participated in, this is nothing, but the point isn't to be an exciting moment, but to show how far he's grown.  Consider a story with D&D characters returning from their adventure to slay the Dragon King and finding that there's an orc assault on their home town, just like there was in the first days of their adventure. Where this had been a major crisis before, the PCs are able to absolutely mop up the fight and see for themselves how much greater they've become.

    I often also use this moment in RPGs to allow players to engage in a retrospective, discussing their favorite moments of the game, or bringing back old favorites.  The point of all this is to give the players their rewards, and to let them reflect on the memories they crafted together over the course of the campaign.  There's a few ways to do it (just ask them and give them a reward for each story; bring back old characters and let them interact; let them ask you questions about things in previous parts of the game, etc), but I feel it's critical.  It's the little bit of sauce that can turn a perfectly fine adventure into a great and truly memorable one, just by asking your players to remember.

    It's Fractal!

    Okay, so you understand the structure of a story.  But here's a critical thing you need to understand: stories have these structures within them. The final structure of a story is not one long rising line, but a jagged line full of smaller calls to adventure, crises and returns.  A campaign might have the above structure, but be built of series of adventures that, themselves, have these structures, and they might have little scenes and moments within the adventure that have these structures. The point here is to understand that this is a repeating pattern.  It is the shape of stories, and stories are often built out of smaller stories

    You can see this pretty well in the Mandalorian, if you watch it (if you can).  Our hero starts off doing a normal bounty hunting job (the Ordinary World).  After returning his prize, he gets a new, stranger assignment (the inciting incident).  He goes to the target world, makes a couple of friends, learns to ride a Blurg, and discovers just how difficult it will be to break in (rising action).  Then he fights, seems to lose, his ally suggests suicide, they face an impossible obstacle and his ally is defeated but he uses that moment to defeat them (the Climax).  Then he recovers the target (the Reward).  But we also see it in filler episodes: the Mandalorian is on the run, like he always is (the Ordinary World).  He comes to some planet and someone asks him for help (inciting incident). He gains an ally, goes forth, comes up with a plan to resolve the crisis (rising action), attempts to resolve it, fails, then manages to overcome everything with his quick wits (the climax) and then he returns to his ship and flies off to his next adventure (the Return).  But the whole season has his structure, with the Mandalorian leaving his "Ordinary World" of bounty hunting to protect his new friend, and then the various allies he makes on his journey all return to help him face his final foe, who isn't who he thinks it is, and then people make sacrifices, and the Mandalorian literally descends into a hell-like world, and then literally ascends to heaven to defeat his opponent, and then rejects the Ordinary World to perform his next new quest.

    So keep this structure in mind not just for your campaign, but also for your adventures and your sessions. Learn to think in terms of rising tension, questions, complexity and interesting choices, as well as baselines of expectation and showing how far the player characters have come since their beginning.  Naturally, don't make your stories repetitive: the structure is what returns again and again, not the content that hangs on it, but properly mastered, your players will love it and likely not even notice the underlying structures.

    A Worked Example

    Let us return to our Ranathim Witcher-Mandalorian story suggested at the beginning.  We know the basis of the story: monster hunters get hired by a death cult to rescue some sacred child that they intend to sacrifice to their dark god.  We're also doing this in a linear way, so we know we want our heroes to eventually betray their clients and rescue the child and set-up a campaign long run-and-gun campaign of them vs the death cult.  Thus, we need to set up a few things:
    • The Monster Hunter group
    • The Death Cult
    • The importance of the child
    • A reason to betray their clients
    Most of this we can set up with the Ordinary World.  We start out monster hunters in media res.  They're fighting some monsters, probably some from the Dead Art patreon post like the Styxian Dragon, or perhaps a nest of Death Wurms.  Once they clear it out, the local community pays them their fee, and our heroes fly back to Moros, the homeworld of their Bounty Hunter guild.

    The point of this adventure would be to give them a sense of what they do.  If we expect them to do a lot of investigation, then we start them in the investigative phase of their adventure.  What I wouldn't do is start them in a bar, awaiting an assignment.  We'lll just start them with their assignment, because what matters isn't how they got this assignment, but that this acts as a tutorial for what it is they do: a basic investigation, kill the monster, get paid, go home.

    Then we need the Call to Adventure.  We'll go with full deal here, including a rejection.  We can set it up like this: As they return, when they're moving through their space port, they see the sicknesses and misery that pervades Moros. They also see a Keleni woman being accosted by ruffians and assassins.  She races up to them, but she doesn't beg them for help.  She begs them to "save my child."  She, however, can promise no payment.

    This creates a choice point, and a useful one for illustrating how to route railroads to give the players a sense of choice without actually derailing the whole plot.  They can choose to accept her request, in which case she explains what happens to her child and they go despite not getting paid.  This doesn't actually change much about the adventure, except we don't need to worry about why they would betray the Death Cult, because they're not working for the Death Cult.  However, this would violate their "get paid" clause, so they might reject her, in which case the story progresses as normal.

    We might also reject it more thoroughly and begin to set up the desired betrayal in that the ruffians who have accosted her might work for the Death Cult, who are trying to prevent her from getting aid.  They may seek to kill her unless someone (such as heroes) take her under their protection.  If she joins up with the heroes, we might have those assassins strike at the heroes right away, and they act as the Guardians of the Threshold, or at least one Guardian.  Alternatively, we can hint ominously that someone will try to kill her, and the PCs can decide if they care or not.  This is a great "choice point" for a railroad adventure in that it allows the players to make a moral choice ("Do we look after the Keleni woman or not?"), one that especially rewards attentiveness ("You know, she seems afraid, maybe we should check up on her"), but doesn't derail the plot at all.

    If the players reject her request, they return to their headquarters to receive the normal accolades and feasting or whatever it is we decide the Monster Hunter Guild does.  We should also introduce them to a few other hunters. This isn't important now, but when they betray the Death Cult, these will turn into their enemies, so it's useful to set them up now.

    Then we introduce the Death Cult and their main representative, who announces that a "sacred sacrifice" has been stolen from them.  He'll refer to "the sacrifice" in neutral terms, suggesting that "it" is more of an item than a person, thus obscuring what's going on (though players who recognize the set-up will likely figure out what's going on and may well connect the child of the Keleni woman to the sacrifice. This is fine.  It doesn't need to be a big reveal, and the players might at this point turn around and rejoin the Keleni woman, likely rescuing her from assassins in the process).  The Death Cultists announce that they're hiring the guild to rescue the child, and the Guildmaster offers up the PCs as his best hunters.  The Death Cultist seems uncertain, but then accepts them.  He should be disdainful, though, and slightly insulting.  Nothing sets the foundation for an eventual betrayal quite like the eventually betrayed character being a total a-hole, just be careful with how much of a jerk you make him: the point is to set the seeds to encourage a betrayal later on, not to make them ditch the mission right away.

    One thing we should add here, to further help along our inevitable betrayal, is a special request that "none gaze upon the sacred offering." They're instructed to kill anyone who sees the offering. They're also given a tracker that will help them identify the sacrifice.

    Let us say that the problem is that some Slavers have stolen "the sacrifice."  The Death Cult High Priest (or the Keleni woman) can give them the coordinates of the planet and send them on their way.  So off the players go, and then we're onto the true adventure. We can do a few things in this part:
    • A space battle against a defensive, pirate patrol to get to the planet (should be minor, more explaining that the slavers have basic defenses and to allow space-based characters to have some fun)
    • Fight some giant monster shortly after arriving on the world, to show how hostile and dangerous the world is, plus to reward the players for being cool in combat.  This should also be a relatively easy fight.
    • Find someone who can direct them to the slaver stronghold.  This person might be endangered by the monster above, or help them defeat it.
    • Meet rival hunters who have a different agenda (perhaps attempting to spite the Death Cultists, making them enemies right now, but possible allies in the future).  These might be the pirates of the Blood Moon of Charybdis.
    • Someone contracts an illness or a problem that can be endured, but will come to threaten the character eventually, but something the Child can heal (and thus earn some bennies).
    We can play around with these pieces and create several encounters. For example, after defeating the pirates, the players might land and find some village where everyone is frightened of the nearby slavers, and may well be discarded slaves themselves.  They ask for a guide, and are told that the only guide they have has been taken by some monster.  So they go to kill the monster and one of the PCs is poisoned or sickened by the beast. The guide takes them to the slaver's fortress and a long the way, they're ambushed by the pirates of the Blood Moon of Charybdis, who seek to steal the "prize" from the Slavers, mostly just to spite them.  We introduce one named character who is sufficiently cool and respectful of the PCs that the fight feels less like a grudge match and more like a duel between respectful parties.  The hunters defeat  the pirates.  They might agree to team up (as a matter of honor; especially if our hunters serve the Keleni), or they may part ways.

    Finally, they get to the fortress, which is our centerpiece.  This is our climax and it should play out like a heist or a typical action scenario.  The players can approach the fortress in a variety of ways: a full-frontal assault, or sneaking through the back door, or posing as slavers come to offer up their guide and/or the beautiful keleni mother to the slaver in trade for something else.  The slaver boss should have some monsters or minions that pose a real challenge.  Once they defeat everyone, they witness the Keleni Child, who is clearly the offering, as indicated by the tracker.  The child cures the sickened PC (and you might consider giving that PC a special trait, such as a bond with the child or a unique power, to reward them for enduring such a long running penalty).

    The ideal "end" of our story has the players returning to Moros with their offering, but if they go with the Keleni woman, or if they cotton on to what will inevitably happen if they bring the child back, they might just run immediately.  Either way, we might see if there's some way the Death Cultists could have tracked them to this world and found their ship and be waiting for them there.  We can then handle this a few ways.  The cultists can just await the child to be turned over to them, and we'll see if the PCs are willing to do so.  If so, the Death Cultists spring upon them "for having witnesses the child," and the PCs must fight them off and end up with the child in tow.  The only way they could ruin the story at this point is to kill or abandon the child as "not worth it." Alternatively, they refuse, and the Death Cultists spring upon them for their refusal.  Especially both cases, the Death Cultists brand them traitors (in the latter case, for their treachery; in the former case, for refusing to just accept death).  If they joined the Keleni woman, this should be an ambush, revealing the intent of the Death Cultists to take the child and sacrifice it to their dark god.  All of this sets up the coming adventure of avoiding the death cult, explaining their "treachery" to their old guild and trying to figure out the actual intentions of the Death Cult and what's so unique about the Child.

    This is a basic structure, and could use some additional depth and detail, but it's runnable.  It's also a good example of what a "railroad" game looks like, what sorts of choices you can offer without deviating too far off those rails.

    Saturday, January 25, 2020

    How to run an RPG IV: Railroads vs Sandboxes

    So, we know that we need to run games, so we want to get to it.  We have a rough idea of what we want, and we have at least a foundation for putting together a group and getting them to show up.  You might even have a session scheduled already.  Okay.  So, where do we start?

    Well, now we start diving into the deep wells of what people classically think of when running a game, and I wanted to start off by talking about the two most commons structures for a game. If you've moved around in RPG circles for awhile, you've doubtlessly heard of them and might even have opinions on which is better: "railroads" vs "sandboxes." I'm going to tell you what I think in brief, and then we'll dive into what I mean.

    In short:

    • Sandboxes are better than rails
    • But it's not really a choice between one or the other; you'll really need to understand both and to realize that it's more of a sliding continuum.
    • As a beginner, you should focus on learning and mastering rails; sandboxes will begin to come naturally to you as you become more experienced.

    Saturday, January 18, 2020

    How to Run a Game III: Organizing the Session

    Now that you know you need to run a game to learn to run games, and that you have a vague idea of what to do, we need to organize the session. Now, you're doubtless thinking: "But Mailanka, I don't know what I'm actually going to run? All these other things talk about realistic NPCs depiction, or fair combat encounters, or character growth speeds, or fair rewards! Why aren't we talking about that?"  Well, first, I said this would be a long series.  But second, this is sort of like that meme where you've got students asking how to do their taxes or buy a home while teachers insist on reciting banal historical facts or mathematical equations: you need to understand the fundamentals of how to get your game running before you worry about what you're going to actually run.  If all you get from my series is how to put together an event and successfully do so, you're already leaps and bounds ahead of people who have mastered the monomyth, the three act structure and realistic dialogue but are unable to get people to show up to their house. It is better to be able to put together an event that brings people together to have a nice time chatting than it is to write the perfect story that nobody ever experiences.

    I want you to mentally set aside RPGs for a moment, and focus on a tea party, not because I'm super into tea and crumpets, but because whatever works for organizing a tea party (or a dance or a night out bowling) will work for an RPG; the only real difference is the subject matter of the event, the reason for the event, but not all the organizing around it.  The reason I want you to think about this like a tea party is because I want you to be able to abstract any planning experience you have for other things and realize that it applies to planning an RPG as well.

    Let's keep it simple and focus on the basics, like:

    • People
    • Space
    • Time
    • Mood
    • Your purpose


    Saturday, January 11, 2020

    How to Run Games II: Seek Inspiration

    On the assumption that you guys liked last week's article, here's a continuation of the series.  We talked last week about seeking experience, about learning to run games by running them, but now we're stuck.  If the best way to learn games is to run them, then we have to run them. You've got the book in your hands and the group has agreed to your time slot. Now what? What do you even run?

    I find that once you've realized that you have to run even a bad game and you've cleared the hurdle of your own fear of failure, the next problem is knowing what to actually do.  You might accept that your first game will suck, but it doesn't help you because you don't even know what to do for your first game.  So how do we get past that?

    We need to cultivate inspiration.  People will tell you that inspiration strikes "like a bolt from the blue," that it just happens and there's nothing you can do to make it happen. That might be true, but there are things you can do to facilitate it happening, and to take greater advantage of it when it does happen.  There are also things you can do to force your gears to turn when inspiration won't strike.

    Seeking Inspiration

    The best way to find inspiration is to invite inspiration.  We tend to find inspiration in music, art and interesting stories, so the best thing you can do is cultivate those things and surround yourself with them.  

    Art is a great source of inspiration.  I used to save lovely works from deviant art to my computer, but Pinterest is probably your best tool for this job.  I recommend creating a board with images that inspire you, especially for a specific setting or concept.  For example, I have a Psi-Wars board, sub-divided by aliens and robots and spaceships and planetscapes, etc. Not only does this give you one place you can go and look at when you need inspiration, but it's a great way to help you formalize your thoughts on a particular visual element, especially since pinterest has this handy way of suggesting more art for a particular topic, or linking to images other people who saved this particular image also tend to save.

    I personally find a lot of inspiration in music, and I imagine you do too.  Try to construct playlists of particular works that inspire you when thinking of a particular setting or campaign.  I tend to favor more ambient, low-key music, so it doesn't distract me as I work, but it allows me to immerse myself in the "auditory world" of a particular setting, which often brings my thoughts back to the work I seek inspiration on.  I also find film or video game soundtracks work great.  They tend to be especially cinematic and engrossing, but aren't meant to dominate your attention the way more lyrical music is meant to.

    Finally, you will output what you consume.  If you want to get ideas on a particular topic, go consume media associated with that. Do you want to design a Star Wars campaign? Go play some Star Wars video games, or go watch Star Wars, or read some Star Wars comics or read some Star Wars books.  Branch out into space-opera-like books and video games and TV shows. Watch something completely unrelated but that's good and speaks to you.

    If you surround yourself with neat things that make you think, it becomes much easier for something to leap out at you and suggest itself for your campaign or your NPC or whatever.

    Catching Inspiration

    Inspiration might strike at any moment, but if you're unprepared to "catch" that inspiration, it might flit away.  A lot of people recommend "Dream journals," but let me recommend "journals" in general.  Consider carrying around a notebook with you. Perhaps you'll see a pretty girl or a nice sunset, or a haunting bit of urban decay, or someone will mention something that fires your imagination: whip out your notebook and write it down.  Alternatively, if you have a smart phone, take a photo of it, or make a quick, auditory note.  You'll often see writers doing this, and that's why.

    Consider also cultivating some friends that don't mind when you jabber on about something. If you've seen a good movie or read a good book or seen something interesting that's fired you up, talk about it.  Our minds strongly relate verbalizing with thinking, and so when we talk about something, we tend to subconsciously analyze it.  If you ask someone what they thought, say, of a movie, the first response I often get is that they're not sure, they have to stop and think about it, and after they've thought about it, they can articulate it, and once they start to articulate it, then they start to get very fired up about it.  Some people do all of this automatically and come out of a film pissed off or deliriously happy, but often, it's only after people stop and think about a film that they really reach these heady heights, and talking about that facilitates it.  Thinking about something is a good way of writing it down into your memory.

    Forcing Inspiration

    So, deadline time, you've done all of that, it's helped, but now you need to have something now, and your campaign isn't materializing out of the void, fully formed.  What do you do?

    Use Creativity Tools

    You're not the first person to have this problem, not by a longshot, so people have been compiling things to help you for literally ages.  RPGs come with pre-written adventures and loads of explicit story hooks.  Websites like Behind the Name will help you come up with names for your characters, as will Random Name Generators. Story cards (like those from Once Upon a Time, but there are loads of others), collections of "archetypal plots" or "archetypal characters" and sites like TV Tropes can all serve in providing ideas and connections that you can use to lay down the basic foundations for what you're trying to do.

    Brainstorm

    I've heard this called various things, like "mind mapping" or "rubber ducking" etc, but the idea is always the same: just start writing ideas down. Nothing is too stupid or too wrong to write.  The point is to trigger that verbalizing part of your brain and to initiate a conversation with yourself so you start to articulate what you already know.  Your mind is like a network, and you just need to illuminate the connections that you already know are there. Just write the obvious thing and then the next obvious thing and so on, until you've got everything churning and you have a much better idea of what to do.  You'll usually get to a point where small little phrases aren't enough and you start writing an outline or start trying to explain your thoughts more fully, and this point you know your creativity is fully charged and you can get to work.

    You can do this with people too.  Other people often have different ideas, different perspectives and different things that are obvious to them.  If you do this as an exchange, it can often get very heated, because both sides get very inspired. If you're working as a team, you'll need to bring the two visions together, but if not, you're under no obligation to take on the ideas your sparring partner has.  His purpose, for you, is to help fire you up, so if you realize you want to run A and he likes B better, that's fine, he can run B, but you're running A.  This, by the way, is one reason that if you're going to spar with someone like this, you shouldn't do it with one of your players; they may well be left thinking "Yeah, but B would have been better."  You want to introduce A to them whole-cloth.

    Steal like an Artist

    You'll often see me reference this, but it's true.  Most people don't conjure a song wholecloth, or have a novel spring fully formed from their brow.  They borrow from existing works, and start tweaking it, or use it as a basic framework for their broader idea.  

    Say you've done the above, and you've been struck by this image of urban decay, and you have this jazz soundtrack and you have this neat idea for an urban fantasy wainscott idea about jazz and monsters; you can even see what one of the major characters looks like.  Okay, now what? Is there a story fairly close to your idea? Like the Get Down or Stranger Things or, heck, Supernatural or Constantine or the works of Tim Powers? Borrow one of those and use it as your template.  Where you don't know a detail, fill it in with a detail from one of those works.

    The point here isn't necessarily to completely imitate a story, though that's fine if it's the best you can come up with; that's at least a starting point. If you can, see if you can borrow and blend from multiple sources to create something that feels wholly original with you.  Or, see if you can build everything on your own, but what you can't do, fall back on your borrowed inspiration to fill in the gaps.

    "Stealing like an artist" is also a reason to cultivate a broad library of resources. If you've watched a lot of movies, played a lot of games, read a lot of books, and gone through a lot of adventures, and you can remember them, then you have an entire library of material from which to casually steal from.  This goes back to the experience post, and my suggestion of "read more stuff."

    A Worked Psi-Wars Example

    Back in last week's post, I relayed a story about how I was able to conjure up a story in 15 minutes for a girl who couldn't think of a story at all. I chalked it up to experience, but this is a more concrete example of how I'm able to come up with inspiration so quickly: I've learned to cultivate inspiration, and steal from existing ideas when I've run out of ideas.

    So, let's say I need a campaign idea for Psi-wars toot sweet. What can I do?  Well, I can look at the setting itself, and I can look at things I've seen recently that I like.  One thing I just finished watching was Netflix's Witcher

    Psi-Wars isn't fantasy, but... it's space opera, so I could borrow these ideas.  We could have some sort of "Bounty Hunter" that hunts "monsters."  That would fit in Psi-Wars pretty nicely.  If we want it to have a nice fantasy feel, we could set it in the Umbral Rim. It tends to have mixture of fantasy-esque civilization, the strange races and a reasonable excuse for space monsters: remnants of the biological warmachines from the Monolith War.  Most of those would probably be in the Shroud, especially on worlds like Moros, which is filled with sick people, a cult of Sin Eaters, and ruled by House Adivasta.  We could say there was some sort of group of genetically engineered monster hunters (the secret of their genetic engineering is, of course, unique to them, and they're dying).  They'd probably be a group of Ranathim "Bounty Hunters;" as for a name, I could steal "witcher," but that would sound something like "Chiva" which is too close to "Priest" in how I've used it, so how about literally monster hunter with the Sariel Matra. Not too bad. Not quite as catchy, but it will work.

    (Other ideas could work here too. The Arkhaian Spiral has Eldothic monstrosities in it, remnants of the Scourge and, of course, the Cybernetic Union, all of which could require specialists to hunt down, and these specialists might use unique "Wyrmwerks" technology.  Most of these threats arose relatively recently, though, so they wouldn't have the same "ancient" feel.  The Sylvan Spiral is also famous for its space monsters and genetic engineering, both of which fit the idea of a Witcher well.  It tends to be more sparsely settled, though, and people tend to be more interested in visiting it than staying, so such characters might be more like guides than monster hunters, but if they were a native tradition by a group of aliens that lived in the Morass, they might act more like classic Witchers.  Finally, the you might have Imperial monster hunters, some sort of corps dedicated to fighting the strange monstrosities that crop up throughout space. The Imperial Knights already verge on this.  Such a unit would feel more like Black Ops than the Witcher, but that doesn't mean that Psi-Wars Black Ops is a bad campaign idea).

    Okay, so we've got this group of Ranathim monster hunters who tend to modify themselves, probably using secrets similar to the monstrous lost arts that created the very monsters they hunt.  As a center of power on their dying world, their nobility probably doesn't like them, and perhaps the Ranathim Death Cult, who tends to oppose all things created by those forbidden arts, tend to take a dim view on them as well, so the rest of the people in the Umbral Rim aren't super into them either.  

    Alright, that's neat, but the purpose of this was an adventure? Well, we can borrow from the Witcher itself, but there are other sources of inspiration.  What about the Mandalorian? 


    Giving these guys unique armor might be really cool; I already had ideas for a sort of bio-mecha armor, they might wear that stuff.  Make them very imposing and impressive.  Come to think of it, there's a lot of similarities between the Mandalorians ("This is the way") and the Witchers as organizations: on the edges of the world, badass, doing what needs to be done for money, keeping secrets that make them badass.  We could treat the Sariel Matra as sort of bio-tech, necromantic mandalorians.

    Oh, but weren't we looking for a story?  Well, both the Witcher and the Mandalorian turn on a theme of the responsibilities of fatherhood.  So we could do some thing with kids.  The Witcher's stories follow a sort of formula, one we find in GURPS Monster Hunters: first, something bad happens.  Then, the hero gets involved.  Then the hero needs to solve the mystery of what the monster actually is.  Then the hero needs to resolve the monster, often by killing it, but not necessarily.  There may well be violence the whole way through.  But the "twist" in the Mandalorian is that the target is a child.  The Witcher also has a similar twist in its third episode.

    We could do something similar.  We need some sort of monster, some grave peril and threat.  Perhaps  we have, I dunno, a cult on this planet that allies itself with some dark God of Death. They're terrorizing the world, and something of theirs has gotten out and is harming children.  We might draw on some of the imagery of Stranger Things or IT, this cult and the monsters tend to focus on children, there's something of a bedtime story quality to it.  Someone hires the Sariel Matra to rescue a child and bring it to them.  The child is held deep in this complex.  On the way, they find themselves fighting other scum and bounty hunters to be the first to get to the child, who turns out to be Keleni and being fiercely protected by the last remnants of their clan.  The child's last protector is gasping their last breath when the main characters get there, and they beg the PCs to rescue their child.  The heroes then learn that the people who hired them in the first place is, of course, the cult itself, and the child is meant to be a vessel for their dark god or whatever, so the players can turn the child over and enable the possession, or they can take on the whole cult.

    This story has some problems. The Witcher and the Mandalorian work with a single character, while we're looking a group of players.  The Witcher and the Mandalorian are TV shows, so the writer can force the protagonist to make the most interesting decision, while a GM doesn't have that luxury.  What interesting choices could the GM lay before the players, and how can the GM prevent his players from derailing the plot? There's also more details to work out, like what do Sauriel Matra genetic engineering and armor look like? Who's the dark god of the cult? That's not really the point of this post: the point is to have an idea.  You could run the above for a group and it would work, more or less, you'd have to fill in some gaps, name some characters, stat some enemies, the point is to get an idea, to get a starting point, where we're filling in blanks rather than trying to figure out what to run in the first place.  Hopefully, this showed you what such a process might look like.

    Wednesday, January 8, 2020

    Review: Power-Ups 9: Attributes

    Recently SJGames released GURPS Power-Ups 9: Attributes and my Patrons asked me to review it, so here's my review: Never have I seen a bigger mea culpa from a company, except perhaps White Wolf republishing their old versions of the World of Darkness.  But this should not be a mark of shame on SJGames; instead, the fact that this book exists should make you proud of SJGames. They have heard your endless complaining about attributes, listened, and offered up an entire smorgasbord of options you can use to fix them.

    That might seem like an odd review, but upon reading it, that was the unshakeable feeling I had.  It felt like reading someone's commentary on a collection of threads about the problems with attributes.  "IQ is underpriced once you buy back Per and Will," "Nobody would ever buy a 15 point talent when an attribute is so much better," "There are too many skills!" "It doesn't even make sense that Basic Speed would be attached to HT!" "I liked how HP was handled back in 3e better" and so on.  In the past these sorts of things would have been addressed, typically by GURPS fans, as "Well, it makes sense because X" or "You're not allowed to buy that back because there's a hard disad limit" and other such defenses.  This offers no such defenses, though it does sometimes offer the context as to why a decision was made.  Instead, if anyone ever even thought of an objection to an attribute, this book attempts to address it, and other issues beside.  It rips open the entire foundation beneath attributes and exposes them, sometimes more than I would have ever thought necessary.

    This gave me mixed feelings about the book.  On the one hand, kudos to Sean Punch. Seriously.  In my experience, the RPG world is full of egotistical authors that bristle at anyone questioning their genius, while Punch says "Oh, YOU DON'T LIKE HOW WE HANDLED ATTRIBUTES? That's cool, here's why we did it, and here's 50 ideas about how you could do it differently, and some tips on how to integrate those changes into the rest of the system." Amazing.  On the other hand, this claws at the thin tissue of lies that suggests GURPS is a "universal" system. If I start making changes this substantial to my game, is it GURPS anymore? Can you pick up your character from your GURPS game and come play in mine? On the other hand, could you ever?  I know some people tried that, with mixed results, with D&D games, but I don't think GURPS every really pretended to be universal in the sense of total compatibility between games, just total support for all genres.  In that sense, this makes it a great supplement.

    I will say that unlike the other Power-Up books, this isn't something you'll reference. It reads more like a discussion, like an extended forum thread or a pyramid article, a guide on how to hack your GURPS game.  Once you've gone through it, you should have a pretty good idea of what it's about, and if you're putting together a new campaign, you might revisit it once and see if it has any ideas on how to handle an attribute in your game or if you find you've run into a trait problem.

    I immediately began using it in the context of Psi-Wars, and it removed the last mental block I had to lowering the cost to ST.  It also generated quite some discussion as to whether we should change IQ and DX too, and this sort of underlines one of my core complaints about this book, though it's not the book's fault: a lot of what it suggests are so sweeping that if you implement them, you'll have to throw everything you've built so far out the window and start from scratch; worse, the book is persuasive, which left me feeling like I was running a sub-optimal game for running GURPS-as-written, which is probably the biggest... what's a word for an advantage that's also a disadvantage? In any case, by unflinchingly ripping open the guts to GURPS, it reveals a lot of problems you probably hadn't considered, and once it's been seen, it can't be unseen.  You'll be a lot more aware of the warts of GURPS after this book.  It's a book for the brave and for the game designer, not for the guy who just wants to run some campaign and doesn't care how good the rules are and he quite likes GURPS.


    Saturday, January 4, 2020

    How to Run a Game Part I: Experience

    @Mailanka mentioned being famous for over-prep and yet always getting a feeling of stage-fright before a session in the Tall Tales channel. I'm similarly afflicted, and I think there's a dearth of good practical advice for session planning -Mwnrnc
    I sometimes talk about GM advice, but I don't go into it that much, because it's such a deep, vast topic that once I start, I will probably never stop, but if there's a lot of demand for it, and I'm working on a session anyway, I might as well spend some time talking about it.

    I'll have to check that out...I've been reading Justin Alexander's blog for a while and I think his advice is generally good. But a lot of his examples sound like an attractive, charming, socially gifted person telling you that the best way to find a partner is to "just be yourself" -Mwnrnc

    There's a lot of things I could talk about (a broad and deep topic) but I think the most crucial one is experience.   It's also what lies beneath Mwnrnc's objection above.  A lot of good GM skills can't really be picked up from reading a blog, only experienced.  If you've molded yourself into a good GM, and then you're "just  yourself," everything will flow fine.  But then the question is "How do you mold yourself into a good GM?" and the answer to that question is one people don't particularly like: "practice."

    A lot of GM skills can't be taught, only learned.  Things like getting a feel for what someone wants but can't express well, or when someone isn't particularly engaged and how to get them back into the game, or how to build trust with your players so that they're willing to try out things with you that they wouldn't normally try, or just learning to be witty, so that when someone says something funny, you can instantly reply with something funnier, but that still fits in the game and keeps people engaged.  If you watch a lot of the best GMs, they have this sort of charisma, this magnetic appeal.  They just make games happen, and you likely have a hard time explaining, and if you ask them how they did it, they likely couldn't tell you.  I personally had this experience when someone asked for help creating a session, and based on her input, I had a session spooled out in less than 15 minutes and she sort of gaped at me and asked how I can do that. I had no good answer at the time, but I do now: I simply had more experience than her.

    Are good GM's just more talented than other people? Maybe.  I do believe there's a darwinian force at play among GMs: bad GMs can't find players and so get winnowed out or discouraged, while good GMs have success that snowballs, so eventually, the top GMs tend to share a lot of similar traits.  But I tend to be skeptical of the notion of "talent" which I think understates the amount of work it takes to become a great anything.  Great artists or composers aren't born being good at these things.  They work really hard at them.  The same goes for being a GM.

    Experience is also the best thing to focus on because, in a sense, it's the easiest advice I can give you: the way to become a great GM is to run a lot of games. If I tell you nothing else, and you follow it, you'll eventually become a great GM.  Everything else is secondary, little refinements to that core advice.  I can expand on that advice, and that will be the rest of the post, but the one thing to remember is that hard truth: run more games.


    Monday, October 7, 2019

    The Psi-Wars Fallacy

    There's a comment I often get from people who have read a lot of Psi-Wars, especially from the beginning, and it goes something like this:

    "I like Psi-Wars, but it's funny.  At the beginning you talked about getting a campaign done with a minimal amount of work, and then you proceed to put years of work into it."

    The comment is always given in a light-hearted "I don't mean anything by it" sort of comment, but it reads to me as an attempt by the reader to resolve a tension: either I was selling you goods at the beginning by promising that something would be easier than it was, or I was wrong and setting design is, in fact, hard.

    The problem here is a misunderstanding of the underlying meaning of minimal work.  I've been seeing some videos, and I got some time, so I wanted to talk about what I'm trying to show with Psi-Wars, why I do it the way I do, what I think you should be doing with your setting design and how you can avoid some major pitfalls.


    Friday, April 5, 2019

    The Frame vs the Game

    Sometimes when I'm looking at my statistics, I notice that I'm getting a number of views from a particular source, such as a blog.  These are usually GURPS blogs (special shoutouts to Dungeon Fantastic, GURB and Let's GURPS for sending traffic my way) and I noticed one I hadn't seen before called the Disoriented Ranger. It seems my post on the Riddle of Systems triggered some thoughts from him.  It's not really a rebuttal, so much that the post inspired him.

    The thing that inspired him is a comment I often make about "the game" of D&D being about "killing monsters and taking their stuff," vs other elements that other games do better. He wonders if D&D needs those elements and slides into a discussion on metanarratives and how RPGs are a sort of "controlled language," which is an interesting discussion.

    But it did get me to thinking about how many people reject the label of D&D being "about killing monsters and taking their stuff."  He doesn't seem to, not explicitly, but I do think about it.  And while I was thinking about it, I came across an idea that I wanted to offer you to sort of show something I think is critical to understanding the bounds of RPGs, what they do, and why people often get into arguments about whether a game is "broken." It's a conversation about what the game of an RPG is, and what isn't "the game" of an RPG. It's an arbitrary distinction as you'll see, but it's useful for having a particular sort of conversation about RPGs.


    Wednesday, April 3, 2019

    Rant: My problem with flexible magic systems

    If we can set aside Psi-Wars for a second, I came across a video that I want to comment on before I forget it.  The video discusses essentially why Avada Kadavra is a terrible spell, and he's spot on, but this also has broader implications, especially in one of my pet peeves, and why I've not adapted RPM like the vast majority of GURPS fans seem to have.

    The problem with flexible magic systems is that, despite purporting to allow unlimited flexibility in magic, they suck all the need for creativity out of a game.

    (I was originally working on this when someone asked me for help on a flexible magic system so I, uh, paused it. It was also turning into something longer than I expected and I wanted to put my time on Psi-Wars, rather than a personal peeve of mine.  However, this was the Patron General Topic of the Month, so I posted it; well, actually it was a tie, but this was more ready than the other topic, so this topic went up.  If you'd like to vote on next month's general topic, feel free to support me via the link in the sidebar.  All I ask is $1 a month).

    Friday, March 1, 2019

    Buckets of Technology: A Proposed Solution to Tech vs Character Points

    (This post was voted for by my Patreon community. If you'd like to vote on topics for this blog, you can join via the link to the left.  Even $1 a month lets you vote in the monthly topic vote).

    I've been working with Ultra-Tech settings in GURPS for a long time.  Some, like Psi-Wars, you've seen. A lot, like Resplendent Star Empire, G-Verse, Protocols of the Dark Engine, and Heroes of the Galactic Frontier, have only been hinted at here on this blog.  Many of these lean towards heroic, even super-heroic, sci-fi and space-opera, and thus have high point totals and as a result, I've often come across a problem that anyone who has attempted to run Ultra-Tech settings with high-powered characters has: the value of technology does not match the value of character points.

    Available technology, like magic or other inherent elements of the setting, are simply there for characters to pick up and use. They may require some training (represented by skill), unusual backgrounds (like Margery or High TL, if these setting elements are difficult to access), or purchase with money (if you can't just steal it or it isn't universally available), but none of these really cost much in the way of character points, rarely more than 50 for the most expensive or weirdest of things, and most often on the order of 1-5 character points, or even nothing.  How much this matters depends on the tech level.  A TL 3 character can start freely with a sword, while an ultra-tech character can start with a disintegrator pistol.  The problem only arises when we attempt to build a character who has an inherent ability similar to the application of technology.  A TL 3 character might have claws, granting him damage similar to a sword, which might cost him 5-10 points, while a character with a stare that instantly kills a target or disintegrates whatever he sees might cost him hundreds of points.  Both of these are fine in the TL 3 setting (a fantasy character who can destroy you with a glance is definitely a super-heroic character), but cause problems in an ultra-tech setting: the claws are useless and the disintegrating stare, while useful, can be matched pretty easily with a purchase that a character can have with his starting budget.  Why spend hundreds of points on traits like these when you can just have them "for free?"

    The answer to that question is typically "Because it fits the world."  Consider Marines vs Bugs, where a marine and bug are meant to be roughly on par with one another, both capable of inflicting serious harm upon the other at roughly similar scales, but one does so with technology (purchased with a modest budget) and the other innate traits (purchased with literally hundreds of points).  Alien, cyborgs and psychics all feature prominently in sci-fi, but in most cases, a player would be better off investing his points in better gear and the training necessary to use that gear rather than in cybernetics, alien abilities or psychic powers.  This, then, is the crux of the Tech vs CP problem, and it often stymies a lot of Ultra-Tech games.

    In today's post, I'd like to briefly touch on a variety of solutions I've either used or seen proposed, and then I'll dive into my most recent solution and the one I like best: Buckets of Technology.

    Wednesday, January 16, 2019

    Mapping Psi-Wars 2: Galactic Map Making

    So, previously, I had a post on making a map in general, but the problem with Psi-Wars, and space-based sci-fi in general, is that astrophysical realities make map-making in space especially challenging. I wanted to spend a post talking about these difficulties and how I plan to fudge things to make it work for Psi-Wars.

    I also want to comment that I'm not entirely happy with this post.  Galaxies are pretty complicated, and this post was already running long, but I hope I captured the sort of core issues that one faces when going from the surface of a planet to the black sea of the stars.

    Monday, January 14, 2019

    Mapping Psi-Wars 1: Map-Making in Theory and Practice

    Making a Map

    Ever since Tolkien unveiled his Middle Earth with the luxurious map of his world therein, fantasy worlds have followed suit, and I personally find it difficult to find fantasy novels that don’t include a map. This has spilled into the fantasy RPG genre, such that Dungeon Master who begins his campaign preparations by first sketching a map has become a cliché in RPG circles. One can do a quick search of the internet to find a glut of such maps and software that can make them look fantastic.

    Sci-fi settings seem to have less of a close relationship with maps. Star Wars, Star Trek and Warhammer 40k all have such maps, but they don’t seem to feature nearly as prominently in the work. While sci-fi mappers certainly enjoy mapping our worlds and sectors, they seem to do so with less gusto, especially when it comes to galactic scale maps. I think this is, in part, because such maps are less visceral for readers. You intuitively understand concepts like “Mountain” and “Ocean” but “blue star” and “red star” don’t say nearly as much to you.

    I’ve held off on creating a map for Psi-Wars for a variety of reasons, but my Patrons have requested it as a January topic (if you want to vote on the February topic, feel free to join us and help us build the Psi-Wars setting!), so here we are. The actual creation of a good looking map is proving quite difficult and time-consuming, so we might not see an “actual” map so much as a sketch and descriptions, but I also wanted to stop and take the time to discuss what I think the purpose of a map is, mistakes people often make, and what I’m trying to achieve with my map.

    Friday, August 4, 2017

    The Psi-Wars Process

    Creativity as a loop
    Christopher Rice (of Ravens'n'Pennies) recently asked me to outline the process by which I've created Psi-Wars.  I believe I've discussed it before, but not really in specific detail, or all in one easy-to-find place.  So, I thought I'd take the opportunity to break it all down, at least as I see it right now (processes, of course, evolve).

    Up front, this is a process I've learned as a computer programmer, but I believe it applies to all creative work where possible: most artists sketch before drawing, most writers make multiple drafts and so on.  But this is also informed by years of working on RPGs and struggling with the amount of work a really detailed campaign or session needs, and the amount of time I have to get work done paired with the big X factor that is the amount of learning I need to do, or the hidden complexities of my project, all of which should be familiar to any programmer.  As such, I've learned a few things that have informed Psi-Wars, and my session design (as seen in the minimum viable session).  The process is, at its core, this:


    1. Identify and articulate what it is you want to do.
    2. Do the minimum work necessary to achieve what the goal you want to do in step one
    3. Test the resulting work to see if it accomplishes the goal you set out to do
    4. Reflect on the work, and see what went well and see what you could Refine.
    5. Release the result
    6. Repeat until satisfied or your players bang down your door.


    Like many things, this seems simple but I find it helpful to offer a more concrete scenario.  In particular, when creating a GURPS campaign framework, I find that we can get very specific, as certain results tend to come up again and again, and you need to have a certain, very specific mind-set.

    Thursday, June 8, 2017

    GURPS Day: How are high point total campaigns possible?

    It's kinda like that.

    So I'm just curious. How are 300+ character point campaigns even possible? I'm a "lower decks" kinda guy myself (between 100-130 points), and haven't ever considered one of those ultra-powerful types of parties. Given what I know of the GURPS 3d6 mechanics, however, how does that even work? Unless one limits the players to purchasing more breadth of Skills rather than height, it would generate Skills and Basic Attributes so high that only a 17 or 18 would indicate failure. I'd think whoever goes first in a round would pretty much accomplish every goal before anyone else had a chance, and in combat, you'd get strike/successful dodge/strike/successful dodge ad nauseam against NPCs. Unless the GM contrives clumsy penalties that mediate every dice roll. I'm sure there are supplements out there specific to high-point campaigns, and I wondered if the mechanics change somewhat in consideration of such super-powered settings. Otherwise, it would be like an AD&D campaign in which only a natural 20 or natural 1 ever indicates anything besides a miss or successful Saving Throw.
    -Thomas W. Thornberry 
    Douglas Cole, of Gaming Ballistics, spread this around  the GURPS day list, and it personally struck a chord with me, not just because I so regularly run and play in these sorts of games, but because he talks my language.  Breadth? Height? Bell Curves?!  Let's do this!


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