Gaming with Aspergers?
Oct. 11th, 2010 06:50 pm![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)
Narrative Time
Feb. 28th, 2010 11:30 amWe had recently tried to watch Moonlighting and Remington Steele, aslo available on DVD, but found them less than engaging. Part of this is the social norms that drive the comedic aspects have changed some in the last 20+ years, but also the shows felt slow. I don't have numbers to hand, but I suspect they had an extra 8 minutes per episode at least than Castle (a guess, but the 90's Buffy ran 44 minutes, while the 1960's Mission: Impossible ran 50), but looking them now they didn't know how to use that time - they had extended opening bits showing you the victim before the crime (whereas Castle gives you a roughly 6 second viewing of the corpse at the start of the episode before jumping to something else) scenes that were meant to evoke tension but just felt slow.
Interestingly (to me, at least) is that I also got the first disk of the first season of Six Feet Under out of the library. Being on HBO it doesn't have the commercial break driven time restrictions, and if memory served it ran about 56 minutes per episode. I was stunned by how much narrative they were able to pack into the first episode, and how tightly it was handled and how well it worked. The other two on the disk however, kept the same tightness of narrative but added an unneeded plot thread to full out the extra time. The show, being billed as en ensemble, tried to give each of the four family members an arc in each episode, but in each case one of the four plots felt extraneous, contrived or cramped - that it should have been the A plot of another episode.
Would Castle be as much fun, be so sleekly streamlined, if the writers had another 8 minutes? Or would it bloat? Would Six Feet Under have been better with less time? Is this streamlining really an improvement, or have we been trained over the last 20 years to expect less time and breathing space in the medium? More to my current needs, would a 40 minute Mission: Impossible have felt more tense than the 50 minute one? The original show used a lot of cuts to establish time passing to increase tension that now feel a little contrived, but with too little time they would never have developed the gloriously convoluted plots that they did.
I'm thinking about this in part because next months' A&E has an Ignorable Theme on per-session pacing and I think the TV show parallels are helpful. I have a big advantage over the writers of shows don't, which is that I have have a session run a little long or end up to an hour early without complaint (as long as it ends an hour early on a suitable resolution). Alan Moore comments that one liberating aspect in writing From Hell, which was initially serialized in Steven Bissette's Taboo was that the chapters did not all have to be the same length, a restriction he had always labored under in the mainline comics format. At the gaming table I don't have that restriction, but I do have to pay attention to moving the narrative forward, slowing it down to get some character detail, adding complications to keep the session from ending too soon and other issues. Thinking about how GMs do these things, and do them without affecting the players sense of immersion, is harder than it appears, so analyzing other serial fiction will hopefully help.
Sorry for the lack of conclusion - obviously I'm interested in anyone else's thoughts on pacing in either TV dramas or Gaming.
Serial Fiction Novel/Movie Recommendations
Oct. 5th, 2009 07:07 pmSuper-Hero Comic Books: Chris Clairmont's first few years on X-Men (for an example of a good extended arc, devolving into subplot kudzu); Paul Levitz's last few years on Legion of Super-Heroes (likely the best example of braided plot structures in the genre), and Grant Morrison's run on Justice League (to show the transition from the 12 issue annual story to the more recent 8 issue story better suited to trade paperbacks), plus a few others.
Television: Buffy the Vampire Slayer (for seasonal length stories with asides to the villains); X-Files (for an ongoing story with no asides); Star trek: The Next Generation (for episodic stories linked by repeating subplots [Borg; Lore; Worf's Family Honor])
Movies: Star Wars (The original trilogy, which breaks down neatly into 12 sessions, counting the preludes for the main PCs)
Books: The 87th Precinct novels; Various Diskworld series (the watch books and the Lancre books).
Obviously I want more in the movie and book departments, but I don't know what to add. I want the examples to be well know, well done and still accessible to the reader. They should also lean to what people consider 'gameable'
I suppose I could include the Harry Potter books, but I also wanted something currently ongoing that didn't have as strong an end point (likewise, no Amber). Are the Dresden Files worth reading in this regard? The Anita Blake books? I don't want to start something that everyone acknowledges turns to trash in book 3+. I'd consider the Vlad Taltos books, but the achronological order of them makes it harder to examine beat structures and character growth over time.
As for the movies, I don't want things that were one successful movie followed by a couple of unprepared for sequels (such as the Indiana Jones films), and I obviously want to avoid things like the LotR adaptation.
Any advice or suggestions of where I should apply my analytical skilz would be appreciated.
What we learned, part 2
Jul. 10th, 2009 12:42 pmThe second set of lessons is more about campaign design. I learned that much as I like the idea of the players exploring a strange new world, I chafe at not having NPCs around to give me a voice (however subordinate) in discussions. That’s something I can work on both as a GM and as something to consider if I run a similar campaign in the future.
Running parallel to that, I think that next go around I need to have a stronger relationship web between the characters. If the characters are going to be the whole of the civilized world – as they were in New Dawn – they need stronger reasons to be connected and to be in moderate conflict. Since I don’t have NPCs to offer moral/social conflicts or subplots the player characters have to provide those for themselves.
To do, rather than have the PCs essentially be strangers at the start of play (which was a planning failure on my part) each PC would have relations with at least 2 other PCs – someone who is a friend or they have worked with and someone who they have a mildly negative relationship (perhaps one PC witnessed another fail at something, or there’s a family rivalry, or a philosophical rivalry, or they share a dark secret). This makes sure everyone has some allies and some potential conflict points that can be explored in play. This should tie everyone together a little more, giving the players more things to talk about in character, and things that might clarify their worldview for dealing with issues.
We had this in only one area in New Dawn: Razor and Silver were brother and sister, with some mutual over protectiveness and affection. This played a little bit for Voi’s ogling or Silver, but I think it would have worked much better if we had intimated to those relationships in advance, and extended the web a little bit.
Have other people worked with this in other games? How close is this to the R-Map process that Vincent Baker discusses on Forge? Is there somewhere I should go to look for more discussion of these issues?
And amongst the players in New Dawn, does this make sense to you? Do you think it would have helped?
What we Learned, part 1
Jul. 9th, 2009 12:11 pmOK, now that everyone is up to speed with what happened in the game, I wanted to briefly discuss some things I’m taking away from it in the future.
First, I think I clearly need to establish a strong sense of “Table Rules” for the game group – something that I have been able to avoid until now. Avoid is really the wrong term, because it makes it sound like establishing clear table rules is a bad thing.
( Table Rules )
Stranger design decisions
Jul. 5th, 2009 07:14 pmAll well and good - there have been enough of these sorts of things for a nice array of tropes to play with. Could be fun. However, the designers didn't set this up so that the players are playing either the Champions or the Guard (or both, or some selections from either team). I can understand this, I guess - people would rather play their own heroes over the ones in the rulebook. But they also don't have your hero team replace either the Champions or the Guard in the plotline. You would think this would be a no brainer: if you're running a Champions game then your heroes are the ones who team up with the Guard; if it's a SAS game they get to defend their reality alongside the Champions.
Nope. Instead both of the major super teams vanish and your heroes are suddely picking up the pieces, having to fight their universe's Big Bad plus the other universe's Big Bad in order to save both universes and rescue the captured heroes. I give them props for not having your job be rescuing the major NPC Heroes so they can save the day, but the module is still "The JLA and Justice Leage team up so that the Teen Titans can save them". Not exactly what one expects from this sort of crossover story. Your PCs aren't teaming up with _anyone_ from the parallel universe!
In another oddity, the plot has Kruzritter and Dr. Destroyer lay betrayal traps for each other primed for the exact same moment, so fi the PC just wait the villains will take each other out, leaving just their henchmen. While this does have an interesting 1970's Marvel Super Villain Team Up vibe to it, the whole thing is a little anticlimactic for a supers game.
I just don't understand what motivated these design decisions, when there was a pretty clear other way.
Geeking Out
Jun. 4th, 2009 04:36 pm![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)
Last weekend, during a hellish ongoing work problem, my lovely wife dragged me out of the house for a date - cheeseburger's at Harry's in Colchester and a matinee of Pixar's UP. It was a lovely afternoon and the movie was fantastic. It was nice seeing a film where I couldn't predict everything that was going to happen based on the opening 10 minutes because it was a clever and novel story concept (rather than because the plot had enormous holes and the characters kept making incredibly stupid and/or out of character decisions - I'm talking to you Star Trek). Plus, there was a nice visual depiction of a game mechanic in it.
( Minimal spoilers behind cut )
Some people develop profitable skills
May. 13th, 2009 09:00 pm![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)
Go me!
I don’t normally meme, but this one caught my attention. I normally GM, so my focus is there.
1) Dungeons and Dragons: some flavor of this, though my inclinations are for 3E or the Basic Set for opposite ends of complexity. It’s the grandfather of gaming and should be experienced if only for that reason, but it’s also capable of delivering some cracking good games along with BF Skinner-influenced character growth that can be a game all its own.
2) Villains and Vigilantes: because everyone needs a chance to play themselves with super powers, and everyone needs to see that characters can have different power levels (an aspect of the random power generation charts) while still contributing equally to play.
3) James Bond 007: because the default structure of one player with a highly skilled PC rather than a party will show you why you don’t need parties, and therefore highlight why you do. Plus, the system is a great example of how focusing just as much time and effort on things that matter to a Bond story (car chases, seducing people, gambling) as it does on combat keeps combat from becoming as dominant as it is in other systems.
4) Pendragon: because, like James Bond, it is a wonderful emulation of the source material, it is a combat game where the combat is fast and simple, and because the rules for personality traits show you where surrendering your character to the dice can be a good thing.
5) Amber Diceless Roleplaying: because as a GM Amber really forces you to think about challenges, character power levels, inter-party rivalry, sharing authorial control, spotlight time and parallel plotting without having any external crutch (read, dice) to fall back on for your decisions. This one should be later in the list, because running Amber is a masters’ course in GMing.
6) Call of Cthulhu: because you need to have the heroic paradigm inverted, playing in a world where the spoils of victory are alienation and madness but that the fight has to be fought anyway. And because it will teach you how to plot an investigative mystery, which is very useful in almost any other game.
7) Paranoia: because sometimes all the normal rules of play – that you have a chance of winning, that the world is fair, that the party is working together – need to get tossed out the window and followed with an array of blaster fire. And because there is just nothing else like it out there.
8) Buffy the Vampire Slayer RPG: because there is no better system for a powerful titular hero with a circle of assistants; because it is a spot on emulation of the source material that is translatable to much other pulp and heroic fiction, because it builds on the lessons taught in V&V about not mixing power with effectiveness by showing you how to use those for story arcs and character growth.
9) Star Trek (Decipher edition): because it remembers that serial fiction is as much a vehicle for drama as it is action stories, because it teach you how to build such tightly constructed stories in ways that still don’t railroad your players and because it has a kicking cool space combat system that keeps every player involved (even if the person to person combat system needs real work).
10) Feng Shui: because sometimes you just need to kick ass, with no western style genre guarantees that you won’t die in the process. And because it has solid guidelines action movie game construction, moving the PCs from set piece fight to set piece fight while making the whole greater than the sum of its parts.
11) Any PBEM: I’ll echo mylescororan here – because you need to learn that there are other valid media for gaming, with their own quirks and charms
12) Any LARP: again, because you need to experience another style of play, at least once.
At least, that's my opinionKirkliness and Picarditude
Oct. 23rd, 2008 07:30 pm(For the record, Jonathan Tweet originated the term Kirkliness in A&E some years back, though I am using it in a slightly different way - JoT was referring to Kirk's ability to judge when it was time to change the nature of a contest - such as going for the enemy's gun - and have it work more often than not. I'm using it to refer to leadserhip styles.)
( Captaincy styles behind the cut )
Truth beyond truth
Oct. 7th, 2008 06:19 pmhttp://www.darthsanddroids.net/episodes/0162.html
http://www.darthsanddroids.net/episodes/0163.html
It would behoove you to read the strip in its entirety as it contains many truths, but these two deserve a special notice.
A New Dawn, Session 2
Oct. 6th, 2008 03:55 pmMy goal for the campaign is to present the players with a series of encounters which are puzzling but consistent, and can usually be approached either through combat or thought & experiment. Some will be purely one or the other, but most in most cases the players actions and reactions will determine which path things take. Since it is, so far, just the 6 PCs in a world otherwise empty of name-giving (i.e., intelligent) races, I don't have any NPCs on the scene to voice an opnion (or, alas, force more characterization and role playing, but they're doing pretty well with that and everyone is laughing a lot, so it's all good). In many ways this is the most purely simulationist game I've ever attempted. I expect a narrative to form soon enough, but for now it's just "we poke the world like this, what does it do?"
My task here is complicated because one of the players,
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I'll put up some key moments from the game later, but I wanted to get that thought out there.
Acknowledging Ones Sources
Sep. 30th, 2008 02:37 pmAfter my shout out to Nigel Findely, Cambias chided me for pulling back the curtain and dispelling the myth of my own creative brilliance in the Emirikol campaign. Nonsense! When I started the campaign it was with the statement to everyone that I would be doing less work on the games in a post-baby universe. It’s clear from cambias and 40yearsagotoday’s statements that they didn’t quite believe that the subplot laden, intricate campaign I was running (with note cards of data to hand out to PCs who made knowledge checks) was a low-impact campaign for me.
( Allow me to disabuse them of this notion: )
In short, if I have seen farther than others it’s because I’m standing on the Hill Giant corpses left by previous authors.
How to get spotlight time
Sep. 18th, 2008 06:13 pm( quote behind cut )
More 4E stuff
Sep. 14th, 2008 12:51 pm( Skill blather )
Initial thoughts on 4E
Sep. 12th, 2008 12:45 pmFirst things first, the new DMG is GREAT. Hands down, no holds barred the best books I've ever seen for the starting game master. Starting with knowing your players and table rules to building encounters into stories, stories into quests and quests into campaigns it is a great piece of work - one long needed. Yes, it's strongly Narrativist, but it works for other gamer types as well. (Please note, I am using the original, accurate definitions for Narrativist, Gamist and Simulationist here, not the rewritten and self-contradictory Forge ones.)
And besides, the rest of the rules strapped Simulation to a heavy anchor and threw it over the side on about page 3. So we're really only looking at Narrative and Gamist play. And while the Narrativist trend is heavy in the DMG, the PHB - which I have not yet finished - is all about the Gamist player. This does not overly thrill me.
There is a lovely looking chart in the DMG that the DM can quickly check to find a 'close enough' DC and damage level for any unexpected player action, balancing the outcome against the PC level. It's an interesting concept, and one that the book uses well in other places, such as listing the best height for cliffs and pits based on party level, so that the falls are measured against the PCs ability to survive them just as the monsters are. That use, however, ties to the GM building the encounter in advance. I can understand that. This, however is balancing reality directly against the PCs skills on the fly. (possible since the PCs can try anything with a die bonus of half their level plus the relevant stat modifier, plus 5 if they have the skill).
The example they give is the party rogue swinging from a chandalier to knock an ogre into the fire pit. The difficulty for this is set based not on how hard it might be, but on the rogue's level. The GM wants the players to do stuff like this, so he makes the difficulty Easy, and then jacks that up by 5 points because it's a skill use (acrobatics) rather than a flat Dex roll. So for the 7th level rogue in the example, the difficulty is 20. Since she likely has a +4 Dex mod and the Acrobatics skill, that means she has a +12 total on the roll, or a 60% chance to make the roll. The damage for the attack (falling into the fire pit) is based not on how hot the fire is, but again on the PC level on that chart. 2d8+5
If she had tried to kick an ogre into a fire pit at 1st level she would have had to make an easy skill check for a 1st level character, so the DC would be 15, with a bonus of likely +3 for her dex, for a total of +8. In other words, a 65% chance to succeed in the kick. It would have been easier for her if she were less experienced. But don't worry, the fire pit now does only 2d6+3 damage.
If she tried this again at 16th level - and let me stress, this is the type of maneuver the rulebook says you're supposed to encourage, so her doing so wouldn't be a surprise - her bonus would be roughly +17, but the difficulty would have jumped to 25 because of her higher level. that's a 60% chance of success. In 9 levels the character hasn't gotten functionally better at this sort of thing at all. Except that the fire pit now does 3d8+7 damage.
I'm skipping the second die roll in this - the example also requires a to-hit roll, which the 16th level character would likely ace and the 1st level one would likely fail - but it still underscores the point (especially since in this edition as well as the last a 1st level character wouldn't be fighting an ogre because it was too tough, and a 16th level one wouldn't encounter one because it was too weak). We've gone from designing a world that will likely challenge the character's skill level to one that explicitly changes to make every easy action one with a 60-70% chance of success and every hard one a 20-30% chance regardless of the character's level or skills.
I understand it from a certain perspective, but if this is the design goal, why have skills go up with levels at all? Just have a flat chance of success for levels 1-30 and let the PCs get better in this by raising stats or buying new skills for the +5 bonus. As it stands this chart just plays into large number psychology: "I have a +16, I'm kickass! I'll ignore how all my difficulties are automatically 11 points higher than they were when I had a +5."
Blood on my Hands
Aug. 12th, 2008 03:53 pm![[profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
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