Anything is possible… but you should probably run…

Anything is possible… but you should probably run…

Anything is possible… but you should probably run…

I was recently ranting about some of the encounters I have run into in various RPG games where I or the whole party got killed and learned later from the DM that we had no hope of winning.  Apparently the “correct answer” was to run away or avoided the encounter.  My immediate reaction is often, “why would you give us that encounter?”  But in retrospect those sort of encounters probably should happen occasionally.  In a magical fantasy universe there will be the occasional big baddy that you just are not equipped to deal with.  Running like a little girl is probably a good response.

D&D has levels and encounter ratings to give some guidance, but again nothing prevents the level 1 players from accidentally walking into the dragon’s lair.  Alternatively, DW characters don’t change as much between level 1 and 10 and a lucky party might even slay the beast.  Also different games have different tones.  In one game you might narrate your character single handedly battling one thousand orcs.  Another game might see you hiding from a couple guardsmen.  I have occasionally played in games where a player stumbled or turned to fight the hopeless situation and then gets dealt a d6 damage.  suddenly my cowering armored fighter looks up and says “oh is that it?  I can take that.”

Unfortunately it’s not always easy to communicate certain ideas between players and DMs.  Is this thing out of our league?  Should we know that beating it requires certain prep?  Is it bad DMing to allow a party to get up that particular creek without a paddle?  How much warning should the DM give.  what if the players just are not understanding the situation?  Should the DM ever say “out of character, this thing is going to slaughter you and your characters would know this!”  How much responsibility does the player have for gauging the situation or knowing the relative strength or requirements of various fantasy encounters?

Hmm, what an interesting post…

Hmm, what an interesting post…

Hmm, what an interesting post…

Originally shared by Josh Roby

So I had complicated feels about #Metatopia2015. You probably don’t want to read this. 😉

Because in order to explain my complicated feels, I have to go back a few steps. I’ve been making RPGs for a little more than a decade, and that endeavor cannot really be called a success. I’ve never found or gathered an audience, I don’t have any True Fans, and I’ve never had any real breakout hit. While there have been a number of bright moments over that decade, on the whole my “career” in gaming has been a steady stream of frustration and disappointment.

I’ve come to the conclusion that writing RPGs is just not something that works for me, for whatever reasons, and the only sane thing to do is stop. So I’ve spent the last year-and-change clearing my plate of pending projects to free up my mental resources for writing fiction. I’m really excited about the change! I enjoy writing fiction a lot more than writing games, and honestly I’m a little annoyed at myself for spending so much time on other stuff. I should have been writing stories all this time!

Shortly after I came to this realization, though, my wife and I started considering the possibility of moving to Nashville. One of the benefits of the move would be easier access to east coast and midwest conventions, which I hadn’t been able to attend when we lived in California. And I’ve always wanted to attend Metatopia.

Which is how I, striving to become a former game designer, ended up at a convention for game designers. Which was a little awkward.

I have ten years of weekly playtesting under my belt. Our playtesting circle has played, stress-tested, disassembled, and rebuilt tons and tons of games. So going in, I hoped that I could offer that and be an asset to the designers who were bringing their work to the con. The reality, however, was often me sitting at a table thinking, “What the fuck do I know, I couldn’t make game publishing work for twelve years, why would I have any insight on what makes a successful game?” Sometimes I was able to push through that; other times I was not. It was uncomfortable every time, regardless.

Having concluded that you have failed to find an audience for your games, it is also somewhat difficult socializing with the game designers who have. This is compounded when you don’t have any exciting new projects to talk to them about. I spent a lot of time tamping down my own envy at others’ successes so that I could listen to their plans and products with proper enthusiasm. Because I am excited for most of the upcoming games and designers I talked about, don’t get me wrong. It’s just the constant filtering of my emotional reponses was draining.

The indie games community does a fabulous job of welcoming and supporting new designers, especially at Metatopia. Everyone is very supportive of your desire to design and publish your game. There is, however, an elephant in the room that nobody talks about, that the time and attention of gamers is finite and competition for mindshare is fierce. The typical response seems to be to throw our hands in the air and say, “the market, right? who knows.” But while everyone would love to talk to you about your game in development, no one will ever ask you how much play your published game is getting. Gatherings like Metatopia often become events where the winners mix with the losers of that competition for folks’ game time and table space, and while everyone is very aware of those status distinctions, no one speaks about it. This can be maddening, especially when you’re already low on spoons, as I was for most of the weekend.

The playtests that I participated in ranged widely in how complete their designs were. Some were all but finished save for typos; others still needed significant work. Mostly this was as expected, but a few times I was absolutely gobsmacked by how premature the playtesting was. In all of these cases, the holes in the games were fundamental problems that I considered essentially solved by the indie games community years ago. I played games whose designers did not know what their games were about, what players would do, or even why they wanted to design such a game in the first place. This didn’t exhaust me so much as depress me. It makes me think that the community does not learn, which seems like a monumental waste of everyone’s time retreading the same questions over and over again.

Not all was dark and dreary, of course. I was able to meet up with a ton of old friends and even got to sit down and talk with most of them. I met some new ones, too. I was welcomed into the IGYCRHB mixer, which was incredibly heartwarming. And I got to play some truly exciting new games in development. I enjoyed my weekend despite the difficulties the con presented (and alcohol helped me ignore the worst instances), but it was a close thing. Technically, I think it was a mistake for me to attend–I did not belong there–but I’m still glad that I did.

WARNING: Much bitching and moaning ahead…

WARNING: Much bitching and moaning ahead…

WARNING: Much bitching and moaning ahead…

I ran a Fate Freeport game last night, but with a Sword and Sorcery theme. I used the World of Xoth and one of the published adventures in The Spider God’s Bride. I had 4 players on Google Hangouts, using Roll20 to write down Aspects and such.

The tone was perfect for Swords and Sorcery. I credit Xoth for that, as well as the wonderful creativity of my players, who know the genre front and back. Our touchstones for tone were; the Ancient World, Conan, Spartacus (Starz series), Imaro and Tarzan….

Running the game, however, proved no easy task.

It must be said that Fate Freeport is, IMHO, a better version of Fate Accelerated. Instead of the approaches or skills, one uses the classic D&D stats: Str, Int, Wis, Dex, Con, Cha. This cleverly capitalizes on the deeply ingrained D&D knowledge we possess, so we always knew what to roll for each action.

The problem was the overwhelming amount of Aspects that I as the GM had to keep track of. 3 scene aspects to start, plus each action, be it an attack or create advantage, usually generated 1 aspect with at least 1 tag on it. If two free tags were created, that only increased the bookeeping. After a single round of combat (each player acted once, plus the bad guys), you wound up with the original 3 scene aspects, plus as much as 4 new aspects. 

Add to that the convoluted math. +2 for the skill, -2 on the dice, plus tag a boost from somewhere, compared to your roll of +1, plus skill of +3, plus +2 from a stunt, plus a tag from another boost, so you succeed with style, that creates a new aspect with 2 free tags….

I swear it was like running freakin’ Mathfinder, only the combat felt much more exciting, with interesting descriptions, grappling, jumping, throwing nets and stuff you generally do not do in Pathfinder or D&D because the mechanics clearly do not support it. 

Having said that, combat still lasted about an hour… 

I dunno. It was fun, but maybe I just need either to play it and not run it, or just look for a lighter, or more Story Game focused system. Maybe if the math could be more automated… I need to play around with Roll20 and write some better macros. 

TL;DR –  Fun session of Fate Swords and Sorcery, but too much math and Aspects makes even a lite version of Fate still a chore too run. I’m either using the wrong system for me, or I need to get better at it. 

Gaming Guilt – Maximum Joy Levels

Gaming Guilt – Maximum Joy Levels

Gaming Guilt – Maximum Joy Levels

Episode 29, and a discussion with some friends last night brought up this little rant:

Everyone owns more games than they play. I don’t know a single gamer (RPGs, board games, or video games) who has played and fully enjoyed EVERYTHING that they have ever purchased.

And that is okay. We have a weird fixation on “getting value from our games”, and this idea that when we purchase something, we are making a commitment to extract all of the joy from that thing.

In my house we’ve had to institute a new rule: “If you aren’t having fun, stop playing.”

– When a long RPG starts to get kinda boring, don’t push through for 30 hours so you can finish it. Just find something fun.

– When a game never really gels with your group, stop trying to force it on everyone to justify your purchase.

– Don’t feel weighed down by a huge folder of unplayed games. Just enjoy what you enjoy.

– It’s okay to be excited about new things, even if you haven’t played EVERY SINGLE ONE of your old things.

Let’s all take a deep breath, and just try to have fun today, right now, with our friends. Those other games will still be around if we decide to play them 10 years from now.

I was going to post on Gauntlet hangouts but there didn’t seem to be an appropriate category.

I was going to post on Gauntlet hangouts but there didn’t seem to be an appropriate category.

I was going to post on Gauntlet hangouts but there didn’t seem to be an appropriate category.

I am likely to be a majority hangout gamer and I’d like to make my experience as immersive as possible. Any tips on equipment (headsets)- software (Roll20, Hangout apps etc)  the community could recommend?

Stop asking for permission and start pitching awesome ideas!

Stop asking for permission and start pitching awesome ideas!

Stop asking for permission and start pitching awesome ideas!

A common issue I have seen or heard about in RPGs is players asking for permission.  sometimes, especially in a new party, differences in strategy or ethics can emerge.  The barbarian wants to charge in screaming but the player doesn’t want to ruin the thief’s chance of sneaking up on the big bad.  The paladin can not allow the evil dragon to live but he and the rest of his party are really beat up and scared of dying. The thief wants to torture the prisoner for the secret password but the priest can’t tolerate it.  Players can spend a lot of time trying to avoid these situations and repeatedly asking “is it ok with everyone if…” or “I kill him, unless you guys don’t want to…”  This can lead to long stretches of non-action that end with no one doing what they want.

Its far better in my opinion to have your character act as they would want and then work out the consequences or party drama later.  The barbarian gives the war cry of his people and attacks, the thief is suddenly on the spot and crazy action ensues.  maybe later the barbarian learns his lesson or the thief gets even by stealing his share of the loot.  The Paladin picks a fight with the dragon and dies pathetically while his friends run for it.  maybe his next character is more flexible and later they take on a quest to get revenge.  The thief sends the priest off on an errand and gets the info.  maybe the priest refuses to call divine aid for him until he atones for his crime.  It can suck when characters start attacking each other and this should generally be avoided outside of games that are built for PVP.  It should be possible for the players to work out an interesting compromise where the characters have drama and or work out their differences.

A similar issue occurs when the player wants to do something that they don’t know will be allowed by the game, story or the DM.  Maybe there is no obvious move or mechanic to represent what you want to happen.  A lot of people look at the moves on their sheet or the action list in the rule book and assume that they do not have permission to do anything not on that list.  A good DM should be able to work with the player to figure out a reasonable way to resolve the action.

Sometimes the player wants to do something cool but needs something from the environment.  They will ask the DM if there is a chandelier, doorway, or catapult laying around and  a good DM will generally allow it.  sometimes the player might even ask to retcon the story a little.  Maybe they picked up one of those ceremonial axes in the previous room.  depending on what they ask for this might seem like cheating and the DM may or may not allow it.  

As a player it’s often better to just state what you want and assume the DM will ok it.  “I leap up onto the chandelier and swing over their heads”  the worst that should happen is that the DM informs you that there is no chandelier and you will have to try another way.  If you pitch your idea well enough and make it interesting a good DM should be willing to give you the chandelier.  Its not like they made a map of their entire fictional world and marked off every location that definitely doesn’t have a chandelier.  They should be more open to a fun or interesting proposed outcome then to a player asking for random furniture arrangements or to rewind the story.   Make the DM want to see what happens and he will probably give you more freedom to act.

Here’s a pitfall of running a game online (at least for me): it’s much harder to read the table.

Here’s a pitfall of running a game online (at least for me): it’s much harder to read the table.

Here’s a pitfall of running a game online (at least for me): it’s much harder to read the table. FtF, I’m pretty good at assessing how a thing is going over, and adjusting on the fly as necessary. I feel a little vulnerable as a GM in the online play space, because I don’t have access to the same (for lack of a better way of putting it) “table energy.” It’s a learning process like anything else, I guess.

I suspect the bridge between GM inputs and player expectations is crossed more easily online by everyone at the table being more vocal. If a thing is not working, we should stop and fix it. No one’s feelings are going to be hurt (least of all mine).

Above all, I want people to feel like they are contributing productively to the fiction. If, as the GM, I am fucking that up, I really want to know about it. 

Well I’ve finally taken the plunge on Patreon and I’m already up to 5 people!

Well I’ve finally taken the plunge on Patreon and I’m already up to 5 people!

Well I’ve finally taken the plunge on Patreon and I’m already up to 5 people! (as if I wasn’t spending enough on Kickstarter)

I’d love to hear peoples recommendations if they have any though.

Top 3 one night one shots for people with little or no previous RPG experience… Vote now!

Top 3 one night one shots for people with little or no previous RPG experience… Vote now!

Top 3 one night one shots for people with little or no previous RPG experience… Vote now!