Showing posts with label #RPG12. Show all posts
Showing posts with label #RPG12. Show all posts

Monday, 21 August 2023

RPGaDay 2023 #18-21

#18 Favorite game system

When I'm playing (or running) a game, I often think, "This would be so much easier were we playing Fate Accelerated."

I like the simplicity of Fate Accelerated. Yes, I probably play it in a more trad style than perhaps it’s supposed to be played, but I find it almost effortless to run. And yes, I accept that approaches take getting used to (I still find them a bit strange), but I’ve never had a problem explaining them to players at the table.  

I prefer Accelerated to Fate Core or Fate Condensed – but that’s because I don’t really like the skills in the other two variants. 

My issue with skills is that I often find skills lists problematic (I’ve discussed this before here and here). My issue with skills in Fate Core and Condensed is that they take away something from the aspects. In Accelerated, if Luke Skywalker takes the aspect “Hotshot fighter pilot”, then that’s all we need to know. If he takes the same aspect in Core or Condensed but doesn’t take the Pilot skill, then mechanically, his aspect isn’t true. I appreciate this isn’t something anyone would actually do, but it’s one of the reasons I prefer Fate Accelerated.

(And Hillfolk may now be a challenger now I've started playing that. But the two games do different things.)

#19 Favorite published adventure

I'm not sure I have a favourite, but there are a couple of published adventures I like.

I like Lady Blackbird, by John Harper. Arguably this is little more than five characters, a situation and some notes backed up by a simple system. But the five characters are marvellous (as I said in Q15, the key is getting the characters right), and the system drives great behaviours in the players (I'm a big fan of refresh scenes). 

I guess you might argue that Lady Blackbird is a game system, but to me, it's an adventure with some rules.

Secrets of the Ancients by Gareth Hanrahan, is an epic campaign for Traveller. It ticks all the boxes I liked about Traveller (mainly, the Ancients) and reads well. However, I've yet to play or run it. Hopefully, one day. (I've not played or run any Traveller in years and years).

My list of published adventures I don't like is much longer...

#20 Will still play in twenty years’ time

I'll be in my late seventies in twenty years' time, so it may need to be something with large text...

That aside, I wouldn't be surprised if Fate Accelerated, Fiasco and Hillfolk are still hitting the table.

I hope I'll still be playing Cosmic Encounter and playing (and writing) freeforms.

#21 Favorite licensed RPG

I'm generally not a fan of licensed RPGs, for two reasons:

First, I don't enjoy reading RPG game setting material. I'd rather read or watch the original books. So even though I'm a fan of The Expanse, a big chunk of the book would be wasted on me because I'd resent reading it.

Second, I don't enjoy learning new rules. (I certainly don't enjoy reading new rules.) So were I to run a game set in The Expanse universe, I'd probably just use Fate Accelerated.

ALIEN

But having said all that, as an Alien fan, I do own (and enjoy) the ALIEN RPG.

I don't particularly like the system; it's crunchier than I prefer, and I can struggle with skill-based games, particularly when there are so few skills in ALIEN. But I put up with it because the stress mechanic is awesome and is the best thing about the rules.

As for the setting, I don't enjoy reading that either. The Alien extended universe has, as is the way of these things, gone a bit up its own arse. Between the later films and the comics, and the novels, it's mostly meh. (I find it helps to remember it's all fanfic...)

The RPG tries valiantly to make sense of it, but I still find it tedious to read. Worse, the published adventures make horrible design choices that make them infuriating to run.

So when I run ALIEN, I rely on my knowledge of Alien and Aliens, and I wing the rest. It works for me.

Boardgames

As for boardgames, I remember when licenced games were dire tie-ins just there to suck money out of luckless punters. (And some are still like that - I've had too many presents of tv-tie in games from friends who don't know me well enough...)

But over the last twenty years or so, that's changed, and a licenced game is often excellent. Having said that, I don't own many. Just:

  • The Lord of the Rings by Reiner Knizia. The first successful cooperative game that started the genre. I got my old copy out recently and enjoyed revisiting it. 
  • X-Wing Miniatures Game by Jay Little. I'm not a huge fan of miniatures games, but X-Wing is quite fun. I’m not keen on the collectable aspect of it, and I haven’t played it now in a few years. I used to have several ships, but now I only have the starter set.
  • Space Hulk: Death Angel by Corey Konieczka is a challenging cooperative game set in the world of Warhammer 40K.

Boardgames that I'd like to try include ALIEN: The Fate of the Nostromo and The Thing: the Boardgame, although I have limited space for more boardgames which is why I haven’t bought them.

Freeforms

Freeforms based on books, television, films and theatre (although they're not licensed) are often a lot of fun. I've played in games based on 'Allo 'Allo, Are you being served?, Dollhouse, Shogun, Broadway musicals (I've played characters from Into the Woods and Hairspray, and I'm about to play a character from Hamilton) and more. I've written games based on the books of PG Wodehouse (Midsummer Mischef), Pride and Prejudice, Buffy and Angel, and Western movies (Once Upon a Time in Tombstone) and probably more that I have forgotten.

(Some of the freeforms can be downloaded for free here.)

Wednesday, 20 December 2017

#RPG12 Q12: Looking forward to 2018

Name an RPG, setting, or adventure you haven't run or played before, but really want to try out in 2018. What particularly appeals about it?


I’ve got a few things I’d like to try - not necessarily in 2018, but they’re on the wishlist.

One hour one shots: Guy Milner has talked about one hour one shots on his blog, and I’d like to both play and run one. It would be interesting to limit myself to an hour, because I have a tendency to let the players go where they want.

Fiasco: I’ve never played Fiasco and I’d like to.

Monster of the Week: Another game I think I might enjoy. I’ve yet to play a PbtA game that has felt “right”. I’m not sure what’s not working, though.

Cthulhu Dark: Now that I have Cthulhu Dark (my thoughts on it here) I want to run it, and play it.

Follow: I intend to play Follow at some point during the year.

And two games that I’ve played, but would like to play more of:

Monsterhearts: I’ve played this once, and I’d like to play it some more.

Hillfolk: I’ve played this once at a convention - I want  to play more. If I had a regular face to face group I’d love to run it (although it feels like it has a steep learning curve - but that might just be in my imagination).

But frankly, I'll play pretty much anything.

#RPG12 Q11: My stand out RPG play experience of 2017

Talk about a particular stand out positive experience of playing (rather than running) an RPG in 2017. What was it? What was so good about it?


My stand-out positive roleplaying experience of 2017 was playing in Neil Gow’s The Children of Gaia at Furnace. This was Werewolf the Apocalypse using Fate Accelerated, and was probably the most cinematic game I’ve ever played.

We had a mission that mattered (saving the world from the Wyrm) and a beginning, a middle and an end. Neil sprinkled cut-scenes throughout the game that described the impact our actions had on the world and helped make the whole session seem epic.

Tuesday, 19 December 2017

#RPG12 Q10: Mobile phones, the internet and modern day RPGs

Mobile phones and the internet in an RPG setting in the modern day world (perhaps with fantastic elements): discuss. What possibilities do they open up? What, if any, issues come with them when it comes to RPG scenarios?


The modern day (with a weird or dark twist) is my favourite RPG setting, for two key reasons.

Familiar background: I don’t need to explain the modern day to the players - we all know what that means. So that means the games can concentrate on the game and whatever weirdness has been added.

Unknown: I like the fact that history isn’t yet written in the modern day. This was always a problem I had with historical Call of Cthulhu games - particularly “global campaigns to save mankind”. They never meant anything because we knew how history played out. It wasn’t real. That safety blanket doesn’t exist in a modern day game, and that’s why I prefer modern day games.

It’s hard to keep up with the modern day though.

Technology changes so fast that what I think of as modern day soon becomes a historical setting. We’ve had to set some of our murder mystery games in particular years, even when I think of them as modern day, because technology has moved on so much in the few years that they’ve been written. (For example, a game where a video tape is a key prop sets the game 10-15 years ago at least, even though I think of it as a “modern day” game.)

I guess to me, “modern day” means at any point during my lifetime...

Anyway, over the summer I ran a modern day urban fantasy game - so it had smartphones and everything else. The PCs used smartphone tracking to trace a suspect’s movements (I hadn’t planned for this, but it wasn’t an issue as they could have used magic to trace the suspect, and I expected that might be an option).

At one point the PCs decided to arrest a suspect in the middle of London Millenium Bridge in broad daylight. We ended the session with the arrest, and we started the next session with the arrest all over social media. I then worked out what the bad guys would do with that knowledge, assuming that they had seen it.

So the modern day - pros and cons. But for me the pros outweigh the cons.

Friday, 15 December 2017

#RPG12 Q8: Scenarios

Talk about your typical approach to preparation for running an RPG. Is there a particular method you generally follow? What use do you make of published setting or adventure material, if any?

I almost always run my own scenarios. I can’t remember the last time I used a published scenario. I think that’s because I don’t GM often enough to be run out of my own material - I’d need to GM much more than I do.

I also don’t find published scenarios easy to run - I’m usually mining them for ideas instead (which was one of the reasons I did Tales of Terror).

These days I run mostly one-shots, and I aim to run them at conventions. When I GM at a con, I feel that I am on show, and that I need to give the players a good time. So I put more preparation into them than I used to when I had a regular gaming group. I only need to know the basics and some characters/opponents worked up, but I’ve usually done more than that. (For example, I’d pretty much written The Crasta Demon as it is before running it for the first time.)

One thing I always forget to do is have a list of names to hand. I really should learn from that.

Wednesday, 13 December 2017

#RPG12 Q7: RPG Mental Blocks

Is there an RPG genre which you sort of like but gives you severe mental blocks. What do you like about it? What are your mental blocks?

I can’t get over the fact that superhero stuff is, basically, silly. But I’ve never really liked superhero comics, so it’s not really my thing.

And I don’t really do the murder-hobo thing. I like my actions to have consequences (so be warned if you end up playing in one of my games). But that does mean that as a player I tend to be looking for the “realistic” option when perhaps I should be thinking of the murder hobo option.

Saturday, 9 December 2017

#RPG12: Q5 Historical Games

You’re running a historical or alt-historical game. What place and time in history do you choose? Are you including fantastical elements of any sort, and if so, what?


The Ring of Brodgar
I always prefer to run modern day games because I’m mostly lazy, and the modern day sorts out most of the background for me.

But having said that, I want to develop a game set in Neolithic Orkney. It will be set around the time that Maes Howe, the Ring of Brogdar, Ness of Brogdar and so on were occupied. It probably would have fantastical elements, simply because I don’t think I’d enjoy doing something without fantastical elements.

If I didn’t have the odd ghost or monster then I’d probably have to obey my impulse to make it more “authentic”, which means doing way more research than I can really be bothered with. But fantastical elements would be low key and rare.

The other problem with being too realistic is dealing with slavery and the role of women. (Okay, that’s two problems.) There’s no clear evidence of neolithic slavery, but as an armchair observer of human nature it seems likely to me that neolithic man probably took slaves. After all, someone had to construct all those stone monuments… So I’d need to treat that carefully.
Ness of Brodgar, 2016

As the role of women, I think I’d have to just ignore the fact that women would most likely be spending all their time at home being pregnant and raising kids. (Again, the view from my armchair suggests to me that it is very unlikely that neolithic times were a period of great equality.) I don’t think making the game “realistic” would be that much fun, so my neolithic tribe would be a paragon of equality.

Skara Brae
My current thoughts are that the PCs are vying to become apprentices to the tribal shaman, but that’s pretty much as far as I’ve got.

(Orkney is amazing though. You really should go.)

Bonus answer: English Heritage


I love visiting English Heritage properties - castles, earthworks, Roman fortifications, stone circles (and a cold war bunker, in York). Their guidebooks are full of useful information - and maps.

I’ve often thought that it would be cool to set a simple RPG scenario at such a site. My idea would be a lightweight RPG containing pregens and simple rules, plus a scenario set at the location. If you wanted to make it educational you would make it historical - but if you just wanted to use the location then it could be fantasy.

I often use such locations in my games. The Crasta Demon’s climax uses Dunstanburgh Castle, I used Lindisfarne Castle in The Bone Swallower, and I'm currently weaving the York Cold War Bunker into another scenario.

Thursday, 7 December 2017

#RPG12 Q4: A character

Tell me about your character in an RPG you’re currently playing, or have played this year.

I’m currently playing Kozlov Artemovich, a sniper in Jon Freeman’s flintlock fantasy Shardland game. We are “wolves”, which makes us like elite guards, or something.

I’ve included a DramaAspects in my character: I want Neshka to teach me the words of command (but she won’t because she doesn’t know if I’m yet worthy). So far, my experience of DramaAspects with my players has been a bit hit and miss, so I figure it’s time to try them out myself. I’ve tried to pick one with potential - and as Kozlov has just been attacked with magic I’m going to take this up with Neshka and see what happens.

Jon isn’t aware of this right now, but I’ve also created three NPCs (because this) that Kozlov knows: a gunsmith, a trapper (who taught him to shoot), and a street urchin. I’ll try and bring them into the game at some point.

Tuesday, 5 December 2017

#RPG12: Q3 Fantasy settings

You’re building a fantasy setting for the RPG of your choice. Which ingredients do you put in? Which “standard fantasy” elements would you choose to leave out?


The fantasy work that The Craster Demon is set in (I’ve never come up with a name for it that I’m completely happy with) is inspired by a Rodney Matthews painting (The Granite Curtain - in Last Ship Home). It’s also a moebius strip, and has some other oddities. There’s a kind of twisted logic in that I know what’s going on (I guess in a way the whole world is almost a giant puzzle.)

It’s more Westeros than Middle Earth. Mainly humans - no elves, orcs, dragons or hobbits. (I threw some goblins into The Craster Demon as an easy first encounter that I didn’t have to explain, but I’ve never been happy with that decision.) Magic tends to be rare. The world is magical, but there aren’t many magic users.

Anyway, that scratches my fantasy itch; I can’t imagine creating another fantasy world.

(And if you're wondering what happened to Q2, I skipped it because I didn't have anything to say.)

Saturday, 2 December 2017

#RPG12: Q1 New Players

In the spirit of RPGaDay in August, Paul Mitchener has started an alternative set of daily RPG questions - the Christmas dozen, one every two days. His argument is that 31 questions is too many (and for me, August is holiday month so it's doubly bad).

Even so, I've found 12 questions fairly challenging. I think I'd prefer one a month...

You’re running an RPG to introduce new players to the RPG hobby this month. Which game and genre do you choose, and why?


Although I don't do it often, I love introducing new players to the hobby. But, I find that I do put myself under a lot of pressure to make sure that they have a good experience. The last thing I want the game to be is a disappointment. (It’s a bit like running a convention game in that sense.)

And I’d always run a one-shot to show off roleplaying, rather than drop a new player into a campaign. (Not that I run campaigns these days…)

So while the system is easy (Fate Accelerated - it’s my current go-to system, it’s simple, and character sheets are easy to parse) the genre depends on who they are.

If I felt that the players were up for fantasy, I’d run something like The Craster Demon. If I thought they would be more likely to enjoy urban fantasy, then I’d run an Other London adventure for them. Both of these are my own settings, and both are things I’m comfortable running.

I have a feeling that Ben Robbins’ Follow would be a good introduction to roleplaying, but I’ve yet to play it.

Looking back


And having said that, I thought I’d look back at what I’ve done when I’ve run games for new players in the past.

In the dim distant past, I have used Call of Cthulhu as in introductory game. Call of Cthulhu has lots of bonuses - it’s set in the “real world”, so that removes a lot of the learning and geekiness (which was more of an issue back in the day). And everyone understands horror. These days I’d be more likely to run Cthulhu Dark than Call of Cthulhu, simply because Cthulhu Dark is simpler (although I need to get a few games of Cthulhu Dark under my belt first).

Megan's first character sheet
The first game I ran for Megan, my daughter, was Faery’s Tale. But she was only five - and I was targeting the game to my audience. (I ran a rescue scenario. Megan played a fairy who had to rescue Jack from the giant in the clouds, and she invented a "mechanical Jack" that would replace Jack so that they could escape. I was so proud.)

On the other hand, I ran the D&D starter set for my two nephews Ben and James and their father, Simon. This must have been about the time of D&D v3, and  we were in Travelling Man in Leeds and, out of the blue, Simon decided to buy the boys the D&D starter set for Christmas. I quickly read up on it overnight, and the following day we played through the introductory adventure.

As an introduction to D&D it was really good, although it wasn’t really what I think of as roleplaying (too much combat).

Shameless self promotion


Way out West
Looking slightly beyond the table, I set up Freeform Games with Mo Holkar to bring freeform style roleplaying games to normal people. We don’t tell people that they’re playing a roleplaying game, because we don’t want to scare them off.

But I estimate that most of our customers are new to roleplaying, so I think that counts.

If you'd like to find out more, you can get a free murder mystery game (Way out West) by signing up to our newsletter.