Monday, 28 March 2022

Contacting players in 2022

I sometimes miss the good old days, before Facebook, WhatsApp, Discord and a million websites and apps scattered players to the four winds. In those golden days, we had email and that’s how we communicated.

(Well, even then it wasn’t that simple. There were discussion forums, bulletin boards, usenet and maybe more. Please don’t expect me to be logical.)

Why do I bring all this up?

Well, I’ve been chasing casting forms for All Flesh is Grass, a first-contact freeform.

I advertised the game in three places:

  • By email, to those who had played in The Roswell Incident. (All Flesh is Grass is set a few years later and some characters reappear.)
  • On the uk-freeforms mailing list.
  • On the UK-Freeforms Club House Discord Server.

I didn’t use Facebook for two reasons:

  • First, I know quite a few of those on the mailing list who aren't on Facebook, and I wanted to give them a chance to sign up. (That was the opposite of what I did with The Roswell Incident.)
  • Second, I’m frustrated with how Facebook decides what you see and what you don’t. So I didn’t use Facebook this time.

If I hadn’t filled All Flesh is Grass I would have advertised it on UK-Freeforms and Remote, Digital Larps, and Live Action Online Games, but I didn’t need to as I filled the game.

Signing up and casting

I asked everyone for their email address when they signed up. I then used that to send out the casting form.

I gave everyone a few days to fill it in, then I started chasing the four or five stragglers. And as I had everyone’s email address, I chased them by email…

The problem with email

Everyone has an email address. Some people have more than one. (I have at least three.)

But email doesn’t always get through: aggressive spam filters, blacklisting—or simply not checking your email. And some people don’t check their emails much.

Or something will go wrong with the reply (like being stuck in draft folder, as just happened to me).

With email, you don’t know if an email has arrived or not. Read receipts aren’t reliable (if available at all—my Gmail account doesn’t include them). At least with a Facebook or WhatsApp message, you can see whether the message has been read.

One last player

So I had one player for All Flesh is Grass who hadn’t filled in the casting form. They hadn’t replied to me, so I didn’t know if my message hadn’t got through or they were no longer available for the game. It wasn’t someone I knew, so I couldn’t message them on Facebook, WhatsApp, or anywhere else.

I wondered what to do—until I remembered Discord.

While I posted All Flesh is Grass on Discord, I honestly hadn’t thought anyone would sign up for it that way. That’s not how I use Discord—I use it for playing games (RPGs and freeform larps). I don’t use Discord as a discussion forum or a chat area, and I switch off the notifications because I don’t like distractions.

But just because that’s how I use Discord doesn’t mean that’s how others use it…

So I logged back on, and, luckily, someone with a very similar name to my missing player had also posted in the UK Freeforms Club House announcement section. So I direct messaged them—and found my missing player. Phew!

Next time – amending the sign-up form

My lesson from this is that next time, I need to add a backup to my casting form. While I collect email addresses, I might need to collect their Discord ID or some other way of contacting them.


Tuesday, 22 March 2022

Secrets of the Ancients: First Impressions

I recently bought the 2022 edition of Mongoose Publishing’s Secrets of the Ancients campaign for Traveller. These are my first impressions—I hope to run it one day, but it’s a long campaign and a significant time investment.

When I talked about the 2012 edition, I compared it with GDW’s 1984 Secret of the Ancients and noted how epic the new campaign was.


Well, the 2022 edition feels even more epic than 2012!

First impressions

So my first impression of this 256-page hardback book is that it’s heavy. It also looks stunning—it’s full colour throughout with some lovely artwork and deck plans. 

As for the campaign itself, while it follows the basic structure of the GDW’s original Secret of the Ancients, everything is described in so much more detail. Although, as I said before, I was originally disappointed with 1984’s Secret of the Ancients—I’m not disappointed by Secrets.

Secrets of the Ancients is split into 10 self-contained chapters, each an adventure in its own right. The introduction suggests each chapter will take 2-4 sessions to complete, so that’s around 30 sessions, or the best part of a year. When (if) I run it, Secrets will be the longest campaign I’ve ever run.

I don’t think that will be a problem, though, as there’s plenty of variety in Secrets. There’s an NPC-heavy meet-and-mingle session, a starship chase across Regina, Ancient sites to explore, Vargr to negotiate with, and even a prison to escape.

How am I going to run Secrets of the Ancients?

Secrets of the Ancients has a definite story, and a helicopter view suggests that it’s fairly linear. However, when you get into the detail, the players will have plenty of decisions to make (in parts, the adventure gets quite sandboxy), so I’m hoping the players won’t feel like they’re being railroaded.

Some of the leaps from location to location are not always super clear to me. I’ll need to summarise each section with bullet points for the overall plot, but I would need to familiarise myself with it anyway.

There’s also a fair amount of boxed text to read aloud. I’m not a fan of that, so I’ll see if I can do something different. I’m in a dilemma because the boxed text is often excellent and sets a good atmosphere, but I’m not a fan of reading to the players.

I may see if I can use Banter, which I used for Destroyer of Worlds

What’s going on with the handouts?

One thing I found a bit weird was how Secrets deals with handouts. Handouts are provided in a separate pdf rather than in the text, which is odd. Presumably, that’s to save space, however, it does mean that if you pick up a physical copy of the book, you need to get the handout pdf somehow. (The text doesn’t tell you where you can get this.)

Mind you, you will want the pdf copy anyway, even if you get a hard copy. That’s because there’s loads of stuff you’ll want to share here, such as numerous deck plans and pictures of people and creatures.

Comparing 2022 with 2012

Comparing the 2022 edition with the 2012 edition is like comparing chalk with cheese. With better layout and good use of colour and illustrations, the new edition is so much easier to read.

2022 (left) compared with the same page from 2012 (right)

I don’t often say this about modern coffee-table book RPGs, but I find the new Mongoose Traveller format clean and easy to read. The 2012 edition isn’t as easy to read, and the 2022 edition will probably be easier to run as a result.

This has made it longer—Secrets is now 256 pages compared to 198. And as a result, it’s more expensive, but even if I never run it, I don’t regret buying it for a moment.

2022 (left) compared to 2012 (right)

As well as colour and illustrations, the new edition has more (and nicer) deck plans--a smuggler’s station, Far Trader, Heavy Scout, a Kinunir-class ship, several Vargr ships, two Ancient ships. Some of those were in the 2012 edition, but none were as good looking as they are here.

Too many words?

As I’ve said before, I find many RPG supplements and adventures are dreadfully overwritten. So at 256 pages, can I say the same of Secrets of the Ancients?

In short, no. While long, and while I didn’t read every word (I skipped some animal descriptions and star system descriptions in the more sandboxy bits—I’ll only read those if I need to), I didn’t find myself wading through unnecessary verbiage or padding.

The could-do-better department

There are a couple of areas I’d like to improve.

  • I would have liked more character portraits. I know they’re a luxury (and key NPC portraits are provided), but they’re a nice luxury.
  • From what I can see, there are times when the game could stall (or die) due to some unlucky dice rolls. Yes, there are some understandably tricky challenges, but in a couple of them failing means ending the campaign prematurely—so I know I’ll be generous.
I also spotted a couple of errors:
  • The section on Shimmersuits doesn’t explain that energy weapons do only 1/16th of their damage (a fairly big omission given the high-energy fights that the Travellers will get into).
  • The deck plan on page 33 doesn’t match the description in the text.

Overall

I want to run Secrets of the Ancients, but the question is whether I have the patience for it. I like short games because I like playing a variety of games. So I need to ask my players if they’re up for a 30-session marathon. We can take breaks between chapters if we find it too heavy going.


Monday, 14 March 2022

Airecon 2022

So last weekend found me spending two days at Airecon 2022, the friendly boardgame convention in Harrogate. I’ve been to four or five Airecons—the last one was in 2020 and was the weekend before everything locked down because of the pandemic. (Previous posts here.)


Airecon was my first big event since lockdown. I’ve done a few things since then, but nothing on the scale of Airecon and I was shattered by the end. And I was there for less than 50% of the time…

On the Friday I played a few demos, chatted with some old friends, and ran some Fate Accelerated. On Saturday I attended with family (my daughter, brother and nephew) and we played games. I didn’t attend on the Sunday.

Boardgames

We played a load of demos and games—these are the ones that stuck with me.

Moon: I played two demos of Moon, the forthcoming game by Haakon Gaarder and published by Sinister Fish (and coming to Kickstarter in May). Moon completes a trilogy of games with a similar look that started with Villagers (which we really like) and continued with Streets (not such a hit with us, but I should give it another chance). In Moon, you are running a moonbase, and it’s a drafting game much like Seven Wonders or Sushi Go.

As I don’t have either of those in my collection (and given that Megan enjoyed it when she tried it on Saturday), it seems likely that I’ll back the Kickstarter.

Trek 12: Trek 12 was Megan’s favourite game—rolling dice and creating chains or groups of numbers. I found it surprisingly tricky, and Megan well and truly thrashed me. She bought a copy (and is playing it as I type this).


Sagrada
: I enjoyed Sagrada, a dice-placing game about stained glass windows. I won the four-player game we played, but Phil picked up a copy, so no doubt I’ll be playing it again.

The Aurors

On Friday afternoon, I ran The Aurors, my Fate Accelerated adventure of hunting dark wizards in the world of Harry Potter. I had five inventive players who came up with lots of suggestions. None had played Fate before, but they picked it up pretty quickly.

I started the game with a Setting Grid and questions (as Backstory Cards). I could tell the players hadn’t done anything like that before, but they embraced the concept, and we used several ideas during the adventure.

The players clearly knew their Harry Potter and came up with loads of great ideas, including:

  • Asking if the first victim’s ghost was around. A Fate token made that so, and they got key clues much earlier than the previous times I’ve run it.
  • Rather than fight the acromantulas, the animagus changed into one and spoke to them instead. That was great—during character generation I told the players they could choose stunts and other aspects of their character during play, and this was a great choice.
  • The plot involves a powerful wizard’s wand, and one player had an idea to go to Ollivander’s and see if there was a twin, and whether it was available. Again, another Fate token spent, so I gave them the twin wand (a special +2 stunt).
  • They looked up Aberforth as an old member of the Order of the Phoenix.
  • And they posted lots of ministry guards—but of course, Lucivere cut through them like a hot knife through butter because the PCs are the heroes of our story.

I think my GM-ing was okay. I ran with their ideas which meant deviating from my notes now and again, but we ended up with a big battle at the end during which they defeated Lucevere Razorblood, dark wizard and Dementor inventor. We took about three hours, all told, which was about right.

You can download The Aurors here and I wrote about it previously, here.

Overall

I like Airecon. Next year I’ll try to run more than one RPG—but there’s so much going on that I don’t want to spend my whole convention in the RPG room.


Monday, 7 March 2022

Published scenario roundup

Nearly two years ago, I realised that I rarely run published adventures or scenarios. So I resolved to change that, and in this post, I look back at them and reflect on what I’ve learned.

Scenarios I’ve run

So since May 2020, this is what I’ve run (all online because, well, pandemic).

(The links above all go to blog posts where I talk about each.)

The best and the worst

So, taking them in terms of easiest to run at the table. (So that’s a combination of layout, writing, how much preparation they needed.) This is how I would order them.

  • Lady Blackbird—concisely written situation and setting with delightful, proactive characters. Needs almost no GM preparation to run, easy to improvise.
  • Dad Overboard and Jingle Bell Shock—short (two sides of paper each, mostly bullet points), easy to run and improvise with. Although I’ve realised Brindlewood Bay isn’t for me, they were both easy to run.
  • Lost in Translation and Ex Libris—traditional RPG scenarios in an old-school style. Neither needed much preparation, but they both required a fair amount of reading to understand them.
  • Prodigal Son and The Haunting—short, traditional RPG scenarios. However, some structural issues meant a fair amount of preparation to get them to fit my GM style.
  • The Lightless Beacon and Hope’s Last Day—short scenarios, but overwritten. I found it difficult to find key information and I extracted the key points so I could run it.
  • Chariot of the Gods—again, overwritten and poorly organised. Needed some work before I could run.
  • Destroyer of Worlds—overwritten and extremely badly organised. A lot of work required beforehand.

Key takeaways

So the main takeaway for me is that I like to see concise writing and the layout designed to be easy to run at the table. If I have to spend time just trying to figure out how to run the scenario, well, that’s never going to endear a scenario to me. 

I don’t think it’s a coincidence that the scenarios by the established big-name publishers (namely Chaosium and Free League) are at the bottom of this list.

I find the pretty, coffee-table book layout that typifies most of the mainstream RPG adventures and supplements is generally hopeless for actually running the things. I’m pleased I had digital copies of the scenarios at the bottom of this list, as that meant I could extract the text into something more usable. I probably wouldn’t have run them if I had only physical copies.

I have a theory

While I find it depressing so many modern RPG adventures are badly presented, I have a theory why this happens. I think it’s for a few reasons:

  • The modern coffee-table format, with full-colour pages and lots of words clearly sells. They look attractive in the shops, they’re attractive to read (although the font is often too small for my ageing eyes), and they sell. And that’s what matters—play is less important than sales.
  • A high word count creates the illusion of value. Lots of words gives the impression of quality and depth—even if those words aren’t important or obscure the key messages.
  • Authors are often paid by the word and aren’t incentivised to write concisely.
  • The layout person and the author are different people with different needs. Neither is specifically thinking about how GMs will use the scenario.
  • There are few examples of excellent scenario layout. The existing model sells, so why change it?
  • Publishers are not getting the feedback they need to improve scenario layout and design. (Are they even wanting it?)

So?

As an occasional RPG scenario writer, I try to make my scenarios easy to run. As I’m not selling to the publishers (not any more, at least), I’m not constrained by their house styles. I’m also not trying to fill a book, and because this is just pocket money for me, I don’t have to worry about making it seem like value for money.

So I write and format my adventures so it works for me—and hopefully for others. I like to think that they’re easy to run—although feedback is scarce, so who knows? (You can find them here.)

Clearly some designers/publishers understand how to lay out a scenario to make it easier to run. If there were more of them, I’d be delighted.