Friday, August 21, 2020

#RPGADAY2020 21-22. Push and Rare

 
#Push and #Rare

As mentioned in my last couple of posts, I like to push my player's buttons. Not for a rise, but for rare and unique gameplay. 

Yesterday, I posted on Investigate. Basically, the thing that every DM and player needs to do in a new setting. But it never stops. There is always the question of "what makes this tick". Once you have it, you usually end up with the answer to what is rare and what is not, which also answers the question of what pushes boundaries in a game. 

As the DM, usually I'm the one setting boundaries. But in some cases, the players do. Personally, I'm afraid of insects so I made a campaign where the main antagonists were insect like creatures. That set my players on edge. 

Too much. I was able to describe these creatures in such an eerie fashion, the players, by word and action refused to go up against them. I could have pushed, but being uncomfortable with insects myself, I did not. I created a new storyline and we ran with that. 

Ironically, the players hired a new band of heroes to go handle the insect creatures while they explored other avenues. I found that hysterical and of course made those heroes the alternate heroes, that received a more credit than the party. Oh, the burn... and the joy when the party finally found their groove and knocked them low by bringing them back into the action as hirelings and henchmen. 

It's rare that I have to scrap everything, but it happens. 

Speaking of rare, if the party comes up with an idea that makes sense, I will often push it to the limits. Not to steal the party's thunder, but to highlight how rare such a turn of events is. 

In one campaign, the heroes found a series of stone horses. If the characters touched them, they fused with the horse and could control it like a living creature for a price. These stone horses allowed them to travel very quickly and safely. They, of course, got into trouble goading a near by kingdom into attacking their hometown. 


Again, the urge to push came back, as did the urge to use something very rare. I had been hinting that these stone horses were not unique, not all that rare, as their hometown had a collection of wolf statues. The players utterly failed to noticed this until the final moment where the town walls were breached and the citizens were corralled into the temple and cemetery, where hundreds of these wolf statues existed. 

I have lots of figurines and decided to wow the party by stepping out of the theater of the mind and arraying hundreds of opponents on the table. Once they discovered the purpose of the wolf statues, they went wild with glee. And this explained why this one town existed outside of any kingdom, a very rare set of circumstances, indeed. 

That was a rare moment at the table, I don't think I could pull it off again. And I don't think I will try, so that it remains one of those rare push moments that worked. 

Thursday, August 20, 2020

#RPGADAY 20. Investigate

 
#Investigate.

The idea of investigation is hard coded into all of my RPG play. People do things for reasons, good or bad. When I have a bunch of people sit at the table, I don't have any idea of what they mean to do. I have to investigate. 

Coffee or Pop? Pop or Soda? Lots of role play or lots of dice? I have no idea at the first meeting. Once I start to feel out the players, investigate them, I then know. 

For this reason, I tend to put a lot of features into my world building. I offer some details but not all. The players, if they are so inclined, can investigate any or all or none of them. 

If I present an evil cleric at the head of an undead army, it is on the players to figure out the best course of action. If they are all hack and slash, investigation is limited to what weapons work best on undead. On the other hand, I have already thought of a goal and reason for this tactic used by cleric. It is equality valid for the players to figure that out, too. 

Role play is investigation, of both the real and imagined. 

Wednesday, August 19, 2020

Video Test Post

 I had one job with this video... make upside up. 



I missed and had to go monkey with youtube's code. Annoying. 

#RPGADAY2020 19. (The Dark) Tower

 
#Tower

Tower is easy. 

The Dark Tower, by Milton Bradley. My dad came home with this game and it became a fixture at the dinner table. We'd eat and the game would come out. No one fought over the pieces, because the Tower was the goal of every player.

My Mom, Dad, and sister all played this every chance we got. I wish we had pictures because those were good times. I did a retrospective post on it, since I don't have an actual game to review. 

Game play was easy and it left a great impression on me. While it isn't an RPG, it reminds me of Barbarian Prince by Dwarfstar Games. 

The mechanics were easy. Move a piece on the board and the electronic tower responded. Each turn cost food, some ratio of food to solders. You fought brigands from time to time, got lost or walked into a plague. If you collected up the 3 keys, you could mount an assault on the Tower itself. 

There were some special events, fight a dragon, find a Pegasus, or a magic sword. The sword automatically defeated the dragon, but you lost the sword. A Pegasus would allow you to hop across a single kingdom. Checking in at home gave you more soldiers. 

You could hire a beast, a scout or a healer to offset some bad events. Records were kept with simple cards and a sort of pegboard tally sheet. It was so simple. 

One of the standout features was the artwork. It was weird and cool at the same time. Each image appeared on the side of the tower, lit by an small light bulb. Recently, I was able to figure out that it was done by Bob Popper. There is even a brief interview with him over at WellOfSouls.com. In that interview, he imagined the characters or teams going on endless quests. His unique style did that wonderfully. 

I can still hear the win condition music from the game, which is of course linked to the images. 


Tower... the timeless setting. 

Tuesday, August 18, 2020

#RPGADAY2020 18. Meet


#Meet

Ok, meet, in respect to RPGs. Usually, "Meet" is all about how the party gets to know about each other. There are some classic tropes for meeting: 

"They all met at the tavern." 
"You're all locked in adjacent cells." 
"The lord has called upon you for secret mission." 
"The offer seems intriguing, so you make your way to the table." 

As good as all of those are, that isn't what actually happens. I'm my mind, we do not need to meet the characters. The characters need to meet themselves and show what part they have in the party.

When you meet someone in real life, by virtue of your senses and expectations, you go in with information about someone else. Whether you are right or wrong helps you formulate an opinion and hopefully, a relationship if only limited or transactional. In the theater of the mind, none of that exists (unless a player is an artist and has a picture of their character). 

At the RPG table the party isn't meeting each other so much as themselves. Wherever or how ever they meet, you, the DM need to be a good host and allow the players time to interact. I know it seems like a great time to throw them into the action, but just a few minutes of engaging each other helps the players get to know not only the other characters, but themselves. 

I've had players show up with five page thesis statements on their character. I don't care what you dreamed up over a period of weeks and many drinks. I want to know what you'll do now, with the resources given. "The Templar Knight of our Lady of Death" is not going play real well will singin' dwarves and a boozy cleric. 

As you can imagine from my prior posts, I can't resist hitting the big red reset button. Usually, right from the get go. My intent isn't to disrupt the player's idealization of their characters, it's to stop them from imposing their ideas on each other and whatever story I have dreamed up. 

I do have some stock buttons to push for the players if they start going to far into themselves, vs how they are going in be in the party. A fight from the get go is usually too murderous or too contrived, so I avoid it. 

The whole idea of their first day in a new town, at a bar they should have never seen is loaded with jolts and tricks to make the players describe how their character will function in the party. Nothing makes someone explain themselves more than a deviation from expectation. Think about the following scenarios and what they would do for your character development: 

  • The innkeeper brings you your key and states: "No one has been in your room, as you instructed." (When did I do that?)  
  • A messenger show up with a sword or holy symbol with your name on it, except you can't draw the weapon or touch the symbol. 
  • A cleric bursts in and says, "We didn't bury enough of you to resurrect. Why did you come back?" (Not, "how?", but "why?") 
  • If all of that seems like too much, a death threat from a seemingly overpowered team of competitors might do. 
When you meet, the point isn't to tell other people about your character, it's about showing how your character will act in the group.