Showing posts with label collaborative play. Show all posts
Showing posts with label collaborative play. Show all posts

Saturday, 3 November 2012

Back From Being Away

In my "day job" I am a freelance skills trainer who works with PhD students and researchers in general. I do various things, most of which is to get people thinking about their skills, what they can do to develop them and maybe more importantly how they want to develop them (getting them to reflect on what they want).

This week I was away tutoring on a week-long course in the Lake District. And as a bonding exercise we were all (on the tutor team, and also on my tutor group) talking about guilty pleasures or things that we do for hobbies. And a couple of times I mentioned how much I've enjoyed playing tabletop RPGs over the last year or so (which is when I got into it). On the last night in the bar someone asked me "so what is a tabletop RPG?" followed by "is that the same as LARPing?"

We talked about it for a bit, and she was genuinely amazed at the thought that there was more than one system (i.e., that there wasn't just Dungeons & Dragons). Not in a malicious way, but because it was so far removed from her experience. In talking about it I described tabletop role-playing as
"Collaborative story-telling between two or more people; typically one person will facilitate the game, and the others will take on the roles of individual characters; the remaining one person will take on the role of any other character in the world of the game, and respond to the other players' actions and requests for description about the world; if the outcome of any proposed action is in doubt then typically dice are rolled according to some game mechanism; other materials can be used depending on the type of game; some games require players and the game facilitator to keep track of details of attributes that their characters have."

Or at least I said something close to that. I'm sure it is a trope of people blogging about games to ask, but what would you say to someone who has little to know experience of tabletop role-playing games?

Tuesday, 1 May 2012

Game Idea: Mystery Novel

This is a sketch of an idea: if anyone knows of an already existing game like this then please let me know, I want to play it!

A Microscope/Cluedo hybrid game. Together the players work to simultaneously create and uncover an Agatha Christie style murder. I'm really thinking of the way that information is presented, uncovered and connections made, a little like a Poirot story.

Perhaps the following elements could be used in some way:
  • Every turn a player draws a card and Oracle-style this gives a provocation as to a clue or to the investigation. Or random tables could help populate a setting with 1920s/1930s upper class characters with murder in mind, and also introduce other plot elements, objects or artifacts.
  • Microscope-style event placing leads to finding out what happened - or what people think they saw happening - with the timeline being populated by only scenes (no events or periods).
    • There could be a rough positioning of scenes in to three periods perhaps, "Before the Murder", "During the Murder", "The Investigation."
  • One feature of Poirot novels is the fact that he is the only detective (save for Chief Inspector Japp, who invariably has the wrong end of the stick). Perhaps the GM could be the detective - in that sense determining the focus at times to allow the other players reign to be characters, bring to light evidence or lay red herrings.
  • Each player could have their own little playbook of random tables that is distinct from the others.
  • Rotating GMship could occur between games to allow players to take turns being "the Detective" and being "the Suspects."
I think there is some scope here; my "little grey cells" are working away trying to draw some attention to possibilities, and to make connections between others.

Monday, 23 April 2012

Games Night: To The Stars/IAWA

Before I went on holiday I GMed a hacked together version of In A Wicked Age set within the shared game universe that our gaming group have put together, To The Stars. The setting for all of this is Zero Point Way Station, a giant space habitat that sits right at the very edge of the solar system in the Oort Cloud. While I didn't have time to write this up two weeks ago and post about it, I did make plenty of notes on my phone the next day while I was waiting for my flight to Spain.


After running In A Wicked Age previously, I knew that I had to think about preparation a little more. In that respect, I think that I did well by producing a list of names (mostly populated by the names of space scientists via Wikipedia), and also by manually writing out the six combinations of NPC form dice, just to make things neater.

The Oracle for the game was something that the four people in our regular group put together, each of us taking a suit and writing thirteen game seeds. It was a really great set of things, and there were so many provocative images and ideas that I could see it really being quite a valuable little resource. I might ask the others and see what they think about me putting a simple pdf up. For the purposes of that particular session we decided to fudge things ever so slightly to make sure that we used one card from each person's suit.

The four seeds were
  • A brave rogue, dared by friends to attempt the circumnavigation of the station.
  • A gardener tends megafauna in enclosed biomes under the light from an artificial sun.
  • Four old men plotting abduction.
  • News of a predator stalking the Undercyst reaches a princeling looking for a challenge.
From these we got the three player-characters:
  • Hyatt-Wang, a two-headed philosopher trying to keep knowledge secret;
  • Krupp, an old man plotting to kidnap Hyatt-Wang with three other old men;
  • Janus, a lovable rogue who is trying to circumnavigate Zero Point;
and a host of others including the mayor of the Undercyst; Ecumenides, a massive Amazonian woman who wants Hyatt-Wang for a husband; Scorsese, an uplifted-velociraptor and shepherd to giant land squid; and Stross, Roth and Falken, the other three old men who want to kidnap Hyatt-Wang for their own purposes.

It's safe to say that nothing happened as any of us planned. PCs seemed perpetually at loggerheads with each other. I think that at times I was too vague with foreshadowing, and at others I gave descriptions that I thought were really clear, but which clearly (after the fact) weren't. Still, second time GMing and all that!

Two things: first, in the final moments of gameplay all three players finally got on to the "Owe" list for the game, which means that all three of them could potentially come back as characters in a future game of Tales From Zero Point (he calls it, not having a better name in mind). This was interesting, as it was something which didn't come up at all in the first game of In A Wicked Age that I ran; it seemed like the PCs were rolling against lower dice throughout, until the very end.

Secondly, while we all had a much better handle on the dice mechanic for resolving things this time, it also felt at times like the mechanic was a bit hit-and-miss. That's not to say that some intriguing stuff didn't happen with the dice-leading-to-story aspect of things. I guess there were two areas where it didn't feel quite right. In the third round of rolling the player with the high roll automatically wins. I can understand there needing to be some kind of cutoff point, but in some cases this felt a bit flat.

Another thing was there not seeming to be a good way of rolling for things which were not due to interaction between characters. If a PC is trying to stab someone, that's a roll of (say) with violence and for myself against (say) NPC self-protection. If a PC is trying to use their knife to pick a lock... What do you do? Do you always let them have it, make them roll some way, flip a coin, have "environment dice" that they are rolling against? What works best? More importantly, what would be simple, clear and consistent?

All-in-all, a great session; I'm looking forward to the next time that I can GM something, and hope that we get back to Tales From Zero Point at some point in the not too distant future. I'm still noodling on various things related to the maths and probabilities of the dice mechanic of In A Wicked Age. When working on it before my holiday some results jumped out at me, so I'm hoping that I can take those and forge on with getting some numbers for the maths side of the blog.

Wednesday, 28 March 2012

Games Night: Microscope

As we don't have a regular campaign/game running at the moment we decided to play Microscope last night. This was for two reasons:
  1. It's a really great, engaging and fun game to play.
  2. We're going to use the shared universe we created last night as the jumping off point for a series of one-shots and mini-campaigns that we're going to play over the coming months.
It was my third time playing, and again we started from scratch in our universe-building. It was the first time that we had played it as a whole group, but it didn't take too long before we settled in to the groove of establishing periods, then events and then launching into (often) crazy scenes. We were detailing a hard science, space opera, man reaches for the stars universe. For a flavour of things, this is what our "yes and no" lists looked like.

Yes
  • Technological plagues
  • FTL travel
  • Geneered humans
  • "Horrible costs for psychic powers"
  • Mechs and powersuits
  • F*cked up but explainable alien demons
  • Artificial consciousness
No
  • TNG humanoids ("no bumpy fore-headed aliens speaking English!")
  • Terraforming
  • Single biome planets ("welcome to desert world", "welcome to frozen world", "welcome to the land of hats!")
  • Time travel (other than normal relativistic effects)
This was quite a departure from previous shared-world-building with Microscope, as previously we had always gone for more fantasy-style settings. It worked though, just as it had in the past. We had a really rich and varied timeline building up, with concentrations of interest around the first near-collapse of humanity (centring around very small, personal moments) and an incursion into our reality by Schwarm-Laden beings from beyond normal space-time. Imagine being on the bridge of the only starship, when a wave of 5 times 10^15 ships from beyond ab-reality arrives, too many ships occupying the same space, computers and space marines going insane...

Really, really good fun (so much so that two of us were crying with laughter at one role-played scene), and will lead in to next week's first one-shot/mini-campaign, based around the game GHOST/ECHO.