While running my Weird Wild Wuxia West game (Sorcerers and Sellswords hack) at Big Bad Con one of my players…
While running my Weird Wild Wuxia West game (Sorcerers and Sellswords hack) at Big Bad Con one of my players recommended running it by a diversity consultant. Anyone like to recommend a good diversity consultant for RPGs?
Jason Cordova suggested I move this question here instead of Twitter.
Jason Cordova suggested I move this question here instead of Twitter. The question is also for Ray Otus but I couldn’t figure out how to add him.
On Twitter I asked “@rayotus and @GauntletRPG I am going to be running the abstract dungeon with the dragon from Discern Realities Annual. How many steps aka 6- rolls till the dragon finds the party instead of the party finding the dragon? Say one efficient 4 hour session.”
Jason asked for clarification and I replied.
“Yeah, you had your abstract dungeon with the vampire but you listed Ray’s plundergrounds version as well. “When you navigate the dungeon roll +INT” the 6 or less option was the dragon gets a step closer plus whatever hard move the GM choses.
I wanted to share this episode of the podcast, Reveal, on the growth of the alt-right influence in comic books.
I wanted to share this episode of the podcast, Reveal, on the growth of the alt-right influence in comic books. A lot of Gauntleteers are comic book fans and also play superhero games like Masks, so I think it’s relevant to this community.
I found it particularly disturbing how Vox Day, an explicitly white nationalist, alt-right publisher, was able to co-opt an established, popular writer like Chuck Dixon. The interview with Dixon is a disturbing and fascinating look at the white male psyche. (Note: I fall within this demographic myself.) The host-interviewer repeatedly tries to get Dixon to acknowledge that his work for Vox Day legitimizes their bigoted agenda. Dixon seems incapable of even acknowledging his power within the industry. Rather, he performs this false modesty routine: “Who? Little old me? Power? Not me.”
Like a lot of white guys, Dixon is blind to his own privilege. I’m sure I’ve done the same or similar. Listening to this interview helps me to see how fucking disingenuous it is and how it is used to evade responsibility for our actions.
Critical failure or how your character was secretly an incompetent moron the whole time!
Critical failure or how your character was secretly an incompetent moron the whole time!
This has become one of my least favorite things about role playing games. What is worse about it is that I catch myself doing it all the time. I’m running a game that’s going great, I am excited to see what these epic heroes are going to do next, then one of them rolls snake eyes. Something bad should happen to the player, or some new danger or change should be added to the world. But instead the Yuck-Yuck part of my brain takes over and I tell the previously competent hero that they just slipped on a banana peel, their sword goes flying into the air and then buries itself into their leg or shatters in a thousand pieces. Insert cartoon sound effects.
Now there are certainly games with lighter or even cartoonish tones. There are also games were the characters are supposed to start off as incompetents who have to suffer and survive to become adventurers. But outside of those games, when I hear about or see this I always think “That doesn’t sound like they are fans of the character” and I would want to ask the GM to try another way or suggest some less comedic explanation for the mechanical effects of the failure.
Unfortunately, several times after running a game I immediately regret how I treated someone who rolled poorly. It’s never hard to imagine a number of interesting and epic ways that could have been used to reach the same conclusion. But in the heat of the moment, the image of that character stepping up to do something cool and then looking like a goofball (womp womp) is to easy and immediate to pass up. A lot of players accept this as tradition and maybe some look forward to it, but I am always worried afterward that I have discouraged them. Maybe they won’t step up next time, maybe they won’t show up to the next game.
As an example: I recently ran a game of Traveler where the party had tracked an alien menace to a reactor room. Most of the party was behind cover pouring bullets into the seemingly unkillable alien. One character, the noble face of the party realized he wasn’t going to be much use with a gun but he carried a dueling sword and the room was full of pipes. He was also wearing a very expensive vac suit with thrusters. So he describes to me his intention of jetting in close to the beast and cutting a pipe that would spray it with hot steam, or coolant, ect. Very cool I think, but he fails and its the monster’s turn next. In the moment I could not imagine anything other then your sword, which you thought was a well crafted masterwork that you paid a lot for, bounces off the pipe and cracks, the monster stabs you and you die (the monster made his attack roll and it turned out that the character had pretty poor stats and wasn’t able to dodge or survive the hit). I wasn’t really making fun of the character, and the player seemed to accept it at the time.
But A moment later I could easily see that this was a lame outcome, the character looked goofy and was “punished” for trying to be cool. I could easily see a number of ways to give them the spotlite, make them look awesome and still take the mechanical outcome of death in an interesting way. The most obvious would be to let them have the cut pipe. The creature disappears into a cloud of steam with a roar (mechanically no damage though). For a moment the character thinks it worked when a tallon rips from the cloud and impales them.
I could have also told the player they had failed and were going to die, then asked them to describe their final act.
It should also be noted that the player’s plan was exactly the sort of epic desperation effort I want to see in my games. Much of the rest of the game was about the party trying to avoid conflict and danger. And otherwise most of the combat consisted of very routine waiting for turns and shooting from cover. These are smart policies but not the golden nuggets of story we are (I am) looking for.
So not much of a rant this time. I don’t like critical failures that reveal the player to be incompetent (even if their stats are awful), but others might. What about you? Are these the highlight of your games? Or not? Personally I am going to try to do better and encourage my players to always speak up if they have a better idea or want me to try harder.
I’m trying out Flags in a home game of The Sprawl to replace Personal Directives.
I’m trying out Flags in a home game of The Sprawl to replace Personal Directives. I’m doing it a little differently. I’m giving a player character XP if they hit another PC’s flag. They can get the XP once per scene.
Personal Directives in The Sprawl are a lot like flags to start with, except they’re on the GM to implement and the player to notice and record. So they read like “If your loyalty to The Killers causes trouble for the mission, mark XP.” The GM has to create a situation where the PC’s involvement with the Killers might complicate the mission, and then the player has to remember to mark XP when it happens. In my experience, the GM part wasn’t all that much bother — I drop character hooks in as often as I can in every game from D&D to Fate. The player part was kind of a bother, because as the GM, I didn’t think of my character hooks as a moment to break the action and say “oh, and you get XP for this.” They’re just a thing I do. And the players often didn’t remember to mark XP, either. Often it wasn’t obvious that the Directive triggered.
Flags change the onus of intention. I still have to create situations where the players can hit each other’s flags. But now each player chooses to hit a Flag, like they’re making a Move. It takes them out of the game world frame and into the game frame a little. Because of that intention / frame shift, they naturally remember to mark the XP. And “hitting a flag” becomes sort of synonymous with “create some flavorful character interaction.” I can even write it as a Move:
When you’ve engaged in flavorful character interaction, check the flags list. If your character hit another character’s flag at least once this scene, mark XP for hitting a flag in this scene.
Players don’t get XP when their Flag gets hit. They just get spotlight time. So the incentive is to create easy to hit flags that don’t derail the action too much. That’s fine for characterization, but there was some concern that we would miss out on deeper character development and spend too much focus on more shallow characterization. Frankly, even that is a good problem to have IMHO. But we tried to address it: Everyone gets three flags, and it’s strongly recommended that they make at least one easy to hit / low impact (i.e. shallow) flag and at least one deep character development flag.
Thoughts? Do you think this change will make my table “suck less”? 😉
I’ve now played in 1 session and run a couple sessions of Beam Saber.
I’ve now played in 1 session and run a couple sessions of Beam Saber. It’s a Forged in the Dark hack with mechs inspired by most of gundam and similar mech things. I’ve been having fun running it but it’s also my first FitD system. Run a couple of PBTA sessions also (2ish dozen). Any advice you wish you heard about blades systems when you started? Advice on how to decide what complications and ‘secret’ reveals that pop up? Also I can post a link to the session as we record them.