Thursday, May 5, 2011

B is for Bandwagon

What? You say you haven't had enough of the A-Z blogging contest?

Time to start it all back up: over, and over, and over again like a bad Bill Murray movie.

Speaking of things that get stuck in your noggin whether you want them to or not, I caught this D&D-refic spoof of the ubiquitous hip-hop song, "Like a G6" by Far East Movement, over at Victor Raymond's blog.  


Dancing With Myself

Others have yakked at length about how learning to play D&D was essentially an exercise in oral tradition. There is a large grain of truth there—I learned to play and grow as a GM in that way—but there were other games in that time that I learned completely alone, straight from reading the books. Traveller was the first.

One of the strengths of that system, at least at the time I encountered it in 1981, was that it took great pains to set out ways that people could learn the game on their own. The Deluxe little black box set I first purchased didn't just throw in an extra introductory book (Book 0 no less), it also had a slim pamphlet titled simply Understanding Traveller.

Most of the pamphlet is fairly pedestrian, a quick if well-organized introduction to the product line and official setting, but for one remarkable subsection on how to learn the game. (The entire booklet can be found downloaded here if you are so inclined; pages 8 and 9 are the most relevant. )

Remarkable because instead of just counseling a referee to run some kind of quick, training wheels scenario it laid out an entire 15-part curriculum to master the working parts of the system. Even more interesting, given the subject of Monday's exploration of mini-games, is the embrace of each part as an exercise to be “played between a referee and a group of players, without a referee, or even alone”. In other words, each step was owned as a separate mini-game, self-contained enough to function as something interesting in itself.

Take step one (and the most immediately obvious example) on character generation: “The challenge to create an excellent character, and then muster-out before failing a survival or aging throw can make this an interesting activity, even solitaire [my emphasis for when I switch gears later]. Keep records of the characters generated to use them later...as non-player characters.”

This approach repeats itself in later steps for designing starships, practicing combat, trading, etc: each step a game in itself with its own rules and goals. (“Assume you have a Free Trader starship; start out in your subsector buying trade goods and travelling to new ports to sell them...Keep track of profits and losses, and continue until you go broke or make a fortune.”)

Again marvelously for rolling up star systems: Generate a subsector of perhaps 30 stellar systems, and record the results for later adventures. Before putting away this list, use it to strain your imagination: examine the characteristics for each world, and try and imagine the circumstances which make it the way is described.”

The point is here not to heap praise on a three-decades old gaming product (Lord knows, we have enough of those posts in our circles), but the potential, broader implications of this approach.

There's much that is wonderful about what solo mini-gaming can provide in the way of a tutorial: an alternative to the dull info-dump way of learning a game (or a setting as we will see in my upcoming post about the Adventures on Tekumel gamebooks); a rejection of universal mechanics; an organic approach to building your first campaign—and an extension of the gaming experience to the GM himself.

[Sudden harsh, grinding sound of gears.]

RPGs have settled into in the main very conventional boxes for the whole experience: play is for the players, design for the GM. Mini-games were part of the rpg experience when there was more blur between these roles.

As that blur has diminished, the GM's experience has become mostly a solitary pursuit. Like a writer, a GM mostly experiences the campaign as a series of behind-the-scenes design processes. And like a writer, his payback, the enjoyment of seeing the creation transferred and interacted with by the players, is quick, fleeting, and never enough. It has its joys--some quite deep even--but it's not mostly not the ludic joy of playing a game.

Why not make parts of that design process a game too?

I like the idea of a challenge for a GM that is commonplace for players of classic rpg: how do I make sense of these random rolls? What kinds of layers of flavor and detail can I make out of these game abstractions in this mini-game? How can the campaign evolve out of my own playing out of the possibilities of this or that action by an NPC actor?

Unconsciously this is what has been happening in the play-test part of the Domain Game. As the gameplay has unfolded I have found myself wanting to play too, so I restlessly carve out spaces. I play out my own mini-games, miniatures skirmishes like the Battle on the Golden Barge —and have even gone to extent of drawing up my own NPC expedition to Nowhere, a new realm whose own tribulations and explorations may in time become intertwined with that of the players.

Why should players have all the fun?

Tuesday, May 3, 2011

South Texas Mini-Con?

I've noticed a modest little uptick in the last two months of readers in my immediate geographic area, which got me thinking again (well that and wind of the Southern Cal mini-con) about regional gaming events. Two years in a row we've managed to pull off afterglow events for old school gamers at Scholz BierGarten's in Austin following on the heels of the North Texas RPG Con. 

Now I'm thinking perhaps its time to share the love in the city where I currently hang my hat.

So here we go with the water testing. Any interest from folks out there in attending a one-day mini-con focusing on classic style gaming in San Antonio in mid to late July or early August? I'm thinking depending on turn out we would run at two-four games over the space of a day with a registration price of...well...free.

I myself am contemplating rolling out a good old-fashioned Braunstein (for the unwashed info here and here) set in the semi-ruined digs of the grand old byzantine city of Kozmarok to the south of the Hill Cantons. Perhaps we could swing some old school starship action out of our local doyen and a session or two of OD&D out of our Austin and Houston brethren?

What's not to love about this idea?

(Also while we are on local posts, y'all should duly check out the knitting blog of the Hill Cantons' resident amazon princess Barbarella here.)

Monday, May 2, 2011

Games Inside Games

Hang around rpg Internet fishing holes for even a short time and you will inevitably hear character generation or trading rules in Traveller described as a “mini-game”. Like most jargon, few rarely bother to spell out what the term means.

My own less-than-educated guess takes the term as shorthand for a chart-heavy rules subsystem with just enough self-contained detail that it plays almost like a game inside a game. If I am not talking out of my rear area (always a distinct possibility), that kind of rpg component is a rare beast.

It wasn't always that way, first generation rpgs, successors to the marvelous chart-obsessed solo-wargaming traditions of the 60s and 70s, were heavy with them. Indeed some of the earliest like En Garde (1975) and its Dark Ages cousin Heroes (1979) were veritably collections of linked mini-games. Players of En Garde could roll their characters through most of their lives--joining a gentleman's club, visiting bawdyhouses, wooing lovers, duelling, etc--as 17th-Century French courtiers without ever feeling the hand of a GM.

I can understand why our games evolved away from them, having whole areas areas of play dominated by a series of charts doesn't scream buckets of fun to many people. But like other pieces that feel out of favor, I can't help but wonder (again) if the stick got bent too far (again).

Done well mini-games have the potential to expand rather than restrict the arena of play. They create the possibility of an “offstage” for a campaign, an area that a player can explore a campaign world outside the micro-focus that the gaming table typically delivers on.

Think of it this way, its a rare campaign where the GM fills up a session acting out 20-30 years of a characters life, an entire military campaign, or an off-season when the characters lounged around town. But you did this very thing each time you rolled up a Traveller character or pushed a pike “off-stage” in Empire of the Petal Throne with Mark Pettigrew's magnificent mini-game simulating the Tsolyani art of war.

Midkemia's Cities supplement (later ported whole cloth into Runequest) devoted almost 30 pages to a “Catch-up” mini-game—a series of imaginative (and dare I say fun) tables for players whose characters lag behind others in the campaign time frame (presumably a much bigger dilemma back in the day when our campaigns were big, sprawling, and messy affairs). A random roll here could make mean a player had to roll on a sub-chart for NPCs that they have offended, a roll there could bankrupt you and send you to debtors' prison as you waited for your comrades to return from the dungeon .

While some see “roll-playing” I see something brimming with hooks for the devious-minded GM. That little affair that forced you to muster out of the Imperial Navy; the bastard love-child you sired on the carousing table; the battlefield promotion you received last year in the Desert of Sighs: all those little rolls off-stage become grist for the play on-stage. They add on, expand the edges.

I am, of course, as Jim the Wampus likes to annoy me by pointing out, leading up to something. Tomorrow I will be picking the mini-game thread back up again and looking at some ways Adventures on Tekumel, an exemplary series of solo gamebooks from the early 1990s, created an alternative to info-dump setting exposition—and ways we can riff on experimental mini-games of our own.

Sunday, May 1, 2011

This is the Free Trader Beowulf, calling anyone...Mayday, Mayday ...

This is the Free Trader Beowulf, calling anyone ...
Mayday, Mayday ...
we are under attack ...
main drive is gone ...
turret number one not responding ...
Mayday ...
losing cabin pressure fast ...
calling anyone ...
please help ...
This is Free Trader Beowulf ...
Mayday ..

So goes the cover quote (and yes, I apologize for the horrible May fool wordplay) for the black box of classic Traveller, a quote that sucked me in from the beginning. I have always been a sucker for the special evocative kind of paragraph that hits the tone just right in a game.

Years later and I still remember the feeling of reading in the original D&D intro (first read by me in Holmes Basic); Gygax's invocation of Blackmoor, the Egg of Coot, and the Great Kingdom and the dropping of pulp fantasy heroes I had yet to encounter: Burroughs' John Carter, Leiber's Fafhrd and Grey Mouser, and Howard's Conan. The doors opened up in my brain on reading them.

This being a lazy Sunday, let me just throw this up for conversation sake: what quotes from a gaming product grabbed you and didn't let go? Which ones blaze out of your memory years later? What had the power to evoke a sense of what it was all about and why?

Friday, April 29, 2011

Network Linkages in the Conspiracy Sandbox

Taking up where we left off with designing a character-focused sandbox this morning, we now add in the dynamic parts of the octopus that give it life.

Before we get much further, let's tick off the things you'll need to have for this campaign scenario before play begins:
  1. An overall idea of the goals and nature of the conspiracy.
  2. A roster of the NPCs and their rankings inside the organization (the subject of the last post).
  3. A symbolic mapping of the network's communication links (this post).
  4. A timetable, schedule, or other mechanic (random events and the like) for the conspiracy's actions and movements (next post, if there is still interest).
  5. Ideas on how to present hooks and entry opportunities for the players to unravel the network (next post).
Communication Links
How the network communicates is essential to its working—and vitally important to how the players explore the leads and dead-ends along those lines.

Top Secret gave six ways for each character node to interact with each other (note the legend on the network map below):

Direct two-way. The two characters can meet and talk directly to each other at their own discretion. Both parties know the location and identities of the other. In our example, Rebekah the Black (M1) has such a link with her subordinate One-Armed Jiri (L1) . One of the agents, Carlos the Dwarf (A2), has a direct (and stupidly indiscreet) relationship with his flunky, F5. I add in a solid line with arrows pointing between the two for each case below.

Direct one-way. One of the NPCs, the one where the points away from, can communicate at his discretion with the other. The pointed to NPC doesn't have the location or means to communicate with the other conversely. This is the preferred method for the lieutenants with their more trusted agents and flunkies (A2, A3, A5, A6, and F6). I add in one-way lines for them.

Transmitted” two-way. The same as direct two-way except that all communication is “transmitted” in our fantasy case by magical means: magic mirror, crystal ball, telepathy, message-carrying flying beast. Since it's an awfully long way to walk between outer Outer Kutalika and the Capital City, Rebekah and Mogg (L2) use flying monkeys to communicate with each other. I add the appropriate squiggly line with two arrows.

Transmitted” one-way. Same as above except only one party can contact the other. The paranoid songstress Rebekah deals with her flunkies, F3 and F4, in this manner with talking talisman.

Drop two way. Either NPC can communicate with the other freely by dropping an object or message at a predetermined hidden location(s). The two lieutenants have a message drop at public bath houses with their two flunky messengers, F1 and F2.

Drop one way. The same as above, but only party can send messages. Mogg and sends one-way messages and instructions to one each of their less-trusted agents, A1 and A4, this way.

Here's the completed network map. 



Obviously, this can get very complicated (this is a very simple network), but the pay-off is having a handy easy way to navigate relationships in a meaningful, layered way. (One way to simplify would be to make each node a full team rather than just an individual NPC, a circle of assassins in one town or a covey of witches in another. )