Sunday, August 19, 2012

Role-Playing is like sex

Role Playing Games are a lot like sex. They benefit from communication, generosity, patience, enthusiasm, creativity, initiative and experimentation. They are also hampered by silence, selfishness, apathy, and repetition.

First and foremost Role Playing is a conversation. At the most basic level RPGs are a group of people talking to each other. You and the other players go back and forth, talking about
these fictional characters in their fictional circumstances doing whatever it is that they do. Sometimes you do it in character, and sometimes you do it out of character. 1st person or 3rd person it doesn’t matter, everyone's style is different and they are all valid. The important thing is that you are involved in the conversation.
This continues when not actively playing the game. between sessions be sure to tell the other players and the GM what is working for you and what isn’t. Feedback is very important and provides the other players with information to make their game and yours better.
Also talk about things that aren’t related to the game. You are all people with a variety of interests and activities beyond the game. You may learn something you didn’t know anything about. You should all be friends as well and willing to discuss with each other things that aren’t related to the game. How much of this sort of talk is appropriate during the actual game will vary from group to group.
Communication doesn’t need to be face to face, although that tends to be the best form. Modern technology has given us a myriad of ways to stay in touch with each other such as; e-mail, web forums, social media, cell phones, text messaging are some of these. Don’t be afraid to use them.

Every Player in the game, the GM included, should be focused on making sure every other player is having fun. Doing this will guarantee your own fun. If you are only focused on your own fun, there is only one person trying to make your game fun. If everyone is focusing on making the game fun for everyone else you have 4-5 people trying to make sure you are having fun. Always try to do things that give the other characters a chance to shine and be cool. If everyone is doing this you will get your share of opportunities as well.
Also be sure to offer your assistance to the GM and other players. The GM has a lot of things to do and offering to assist or take on those tasks for him could be a huge help. The other players may be struggling with a rule or what to do next. Make sure you are availiable to help if they want it. Just be sure not to be playing for them in this case. Advice is good, Taking their action for them becomes selfishness rather than generosity.

Patience is also a virtue. When someone else is getting time in the spotlight be patient and wait your turn. RPGs are also slower paced than modern computer based MMOs, video games and such. This is not a bug although it can seem like one in our modern fast paced, short attention span world. Slow down and enjoy the moment. Enjoy the richness of the world that you are helping to create. Use the down time to organize your thoughts and plan your next move. If everyone is playing they way they should your turn in the spotlight should be approaching.

“I am enthusiastic and wish to share my fun.” This should be the mantra of role-players and more generally anyone involved in playing games of any type. If you are enthused and excited about the game it will rub off on the other players and everyone will be more excited. An average game that everyone is enthused about is better than a magnificent game nobody cares about.

Role Playing Games are a very creative hobby with outlets for amy different activities like; world building, game design, creative writing, character creation, improvisation, acting, drawing, painting....etc.

Taking the initiative or being proactive is incredibly important to gaming. I don’t mean having a high initiative score so your character can go first. I mean stepping up and deciding what your character will do in a situation. This is why it is important to have beliefs and goals defined for your characters. when put into a situation you can look at those beliefs and goals and say in this situation I do this. The Burning Wheel actually has beliefs and goals as mechanical traits for your character but any game can benefit from the player’s definng these for the ir characters.
Players also need to be proactive in directing where the campaign is going. If nobody will decide what the group is going to do than the game stalls and eventually dies. If you are asked what you are going to do, never choose to do nothing.

Don’t be afraid to try new things. From new types of characters in familiar games to completely new games. This hobby is so big and rich that there are countless things to do, see and try.  I have heard of people who played a cleric for 15 years. In every game they always play the cleric and they get upset if someone else wants to play the cleric. This doesn’t make sense to me.
Also there is nothing wrong with finding a game you love and wanting to stick with it and master it, but don’t be afraid to try new things. Within that game doing something new allows you to learn and master different aspects of the game, but trying other games can open your eyes to new ways of doing things or things you can bring back to your favorite game. It can also provide a break from the current game giving people time to refresh.
   
    Silence, or not communicating is the most direct way to destroy a game. As discussed above role playing is a conversation. If you are not part of that conversation you are just taking up space and using up the energy of the others who are trying to involve you.

    Selfishness is another force that can destroy a game. If you are more concerned with your own fun than everyone else's you will be constantly disappointed. You will also be engaged in activities that take the fun away from others, like trying to inject yourself into their spotlight time or trying to tell everyone else what to do. taking the fun away from others is a sure way to destroy a game.

Apathy or indifference is the opposite force to enthusiasm. If you can’t be bothered to care about the game, the other players will notice and they will stop caring as well. Everyone has off days and life events that can push gaming onto a back burner, but if you honestly don’t care about the game or would rather be doing something else, then you need to ask why are you playing and potentially ruining everyone elses fun.

Repetition or doing the same thing over and over often leads to boredom, and boredom becomes apathy. If you are just doing the same thing over and over because you can’t be bothered to try something new you are setting up the group and the game for failure.

The “casual” player is a conundrum. They seem to not be involved with the conversation but they are typically listening. They don’t contribute much but they enjoy the contributions of others. They don’t seem to mind being told what to do in game. they are generally patient. They seem apathetic yet they can sometimes care deeply about the game or the experience of gaming.  A single casual player is usually not a bad thing. They tend to fade into the background and they are happy to do so. They may be shy, or they may just value the social interaction more than the game. The problem comes with a whole group of casual players. If nobody is willing to step up and take charge then the game will fade away as well.

If you are bringing any of the bad activities to the game session and game group, you should probably do some soul searching and figure out if this hobby is what you are really interested in. If this hobby is something you are interested in then you need to figure out how to change these destructive behaviors.
Ultimately Role Playing is an incredibly rich and diverse pastime that gives you back as much as you put into it. Unfortunately, if you put bad things in you will get bad things out and you will give those bad things to the other players as well.

Wednesday, May 16, 2012

One-Shots


One-shot or short format RPG sessions are a good way to try something new without the commitment of a full campaign.

There are basically four types of One-Shot;
1.       The introductory adventure: This is a short adventure intended to introduce players to a game and the setting of the game.
2.       The short adventure for established players: This is a short adventure that uses a game system and setting the players are already familiar with,  but is not part of their ongoing campaign.
3.       The potential campaign introduction: This is a short adventure that is designed with the possibility of turning into an actual campaign.

The introductory adventure is one of the most common forms of one shot and is often seen at conventions or other events where people trying new things is encouraged, such as Free RPG Day. The introductory adventure provides new players with the opportunity to try a new game without a lot of commitment. The GM usually provides pre-generated characters and all the other material required for play, although players may be required to supply dice, paper, pencils and other common items. If anything special or out of the ordinary is required the GM will usually provide them for the players. The GM assumes most of the risk in this style of game as he bears the financial cost as well as the cost of the time spent preparing for the game.
The most common reason for the introductory adventure is to teach new people to play, often with the goal of getting them to purchase a game. However it can also be used by GMs to teach his normal group a new game that he is excited about.
                This style of game needs a simple adventure that touches on a common theme within the game and setting. The introduction is not the time to explore complex themes or ideas that run counter to the default assumptions of the game. The game should focus on the basic mechanics of the game and leave out the more complex systems. The characters should show a broad range of possibilities within the game and be distinct enough from one another that new players can see the differences. Stereotypes are good in this style of game. The adventure should be playable in a short 2-4 hour session if being played at a convention or other event, and 0ne or two sessions if being played in a private setting.
An introductory game can be hard on a GM, he needs to be a Teacher, Salesman, and Cheerleader. He needs to be able to communicate the setting and game mechanics effectively and quickly.  He needs to put in a lot of effort making characters, preparing the story, making cheat sheets and making sure there is a time and place to play as well as gathering players.

The short adventure for established players is typically used to take a break from an ongoing campaign or to try new character ideas and concepts without derailing an existing campaign. This type of game is also common at conventions where people play a game they know with new people
Player’s in this style of game already know how to play and will typically be expected to provide everything required including a completed character, although in some cases pre-generated character will be supplied by the GM.  This type of one shot can also be used to play flashbacks or events in the campaign from a different perspective. This type game has little risk as the players already know how to play and are familiar with the setting. At worst they players and GM lose a couple of sessions that could have been devoted to their normal campaign.
This type of game can include the more extreme ends of the spectrum of both character types and mechanics included in the game you are playing. It is also a good way to explore themes and concepts not present in the normal campaign.
None of the problems of the introductory game exist here. The game is already being played. The player’s and GM already know how to play

The potential campaign introduction can be a combination of the two other types of one-shot. This game is typically run by a group looking to try something with the idea of it becoming a full campaign game. This is the riskiest type of one-shot and can have a higher cost than the other two. It requires the GM to sell the potential game and the players to buy in to playing it. The financial cost can be higher as players and GMs buy materials and spend time on a game they may not enjoy or may never play again. The players and the GM also bear the time and energy cost of making characters and learning rules and such. When it works it is a wondrous thing.
                As a combination of the other two types of game, this style of game should focus on the basics but acknowledge the more difficult areas of the game.

For a one-shot to work you need a few things, with enthusiasm from players and GM being the most important. If you have an enthusiastic GM who enjoys a game combined with players who want to try new things one-shots can be a very positive experience.  Enthusiasm from all involved is the single biggest factor to the success of your one shot.
 You also need an environment conducive to playing. New games can require a fair amount of concentration so an area dedicated to gaming and free of distractions is ideal.
The player’s involved need to understand that while the character’s may be rewarded quite handsomely in game, they will not be able to spend the reward and experience points are effectively meaningless long term. The actual play is the reward.
Casual players and one shots seem like they should go together well as there is little commitment. However, casual players are typically unwilling to put the effort in at the table to make the one-shot work. One-shots can be intense and require focus. As the game is only going to last a short time everyone needs to make the most of that time. The player who sits quietly at the table and doesn’t contribute is actually hurting the rest of the group more than he does in a normal campaign. This can be really harmful in the introductory game if the character the casual player has possesses some critical information or ability that the story requires.
Again, enthusiasm and willingness to try new things are the most important part of a successful short format game.

When sitting down to play a one shot a player needs to quickly go over the character provided and figure out what the sheet is telling them and to find a voice for their character and figure out how to portray them. Many pre-generated characters will have notes about personality of motivations, if they do not look at the abilities and skills and form an idea about your character from those. Again, stereotypes are a useful tool at this stage. The player needs to also look over any other provided materials. Many GMS will provide quick reference sheets for the most common game mechanics and explanations of what the number son your sheet mean. If these materials are provided ahead of time be familiar with them before you arrive at the game.  For example: if we decide to play leverage again I will provide you copies of The Quickstart Job booklet as far in advance as possible. Please read the mechanics and character sections prior to play.

Game selection is also important. Some games lend themselves well to a one-shot while others are almost impossible to play in a short format and others, like Fiasco, can only be played in the confines of the one-shot. The sort game for established players can avoid many of the problems with the more complicated games as the players and GM are assumed to already be familiar with the game. IN an introductory style game though you need to look at the game closely and figure out what is the best way to present the game to new players.

Monday, May 14, 2012

Making time to write is proving difficult

Note: I say making time rather than finding time. If you are looking for time you will never find it.

Wednesday, May 9, 2012

Micro Review of Armored

Armored is a book of short fiction involving armored suits of various types. It was pretty good. As expected some of the stories were better than others. Overall I enjoyed reading it, but I probably should have just checked it out from the library rather than buying it.

Tuesday, May 8, 2012

Game mastering is hard work



Not only do you have to figure out the place to play and put all the work into creating and running your campaign, you also have to be a cheerleader, manager, and social worker. At the table the GM has to manage screen time for the PCs, make rulings, juggle NPCs, keep notes, pay attention to maps and often play host with snacks and drinks and such.

If you are lucky, you have a group that understands and appreciates this and when he makes a mistake they give him some leeway.

Friday, May 4, 2012

Avengers!

It's gonna be AWESOME!

Communication: the most important part of the hobby

This is an important topic and I will probably return to it many times.

As with many things in life communication seems to be the key.

In relationships open and honest communication is an important part of keeping the relationship working. Gaming is similar. In fact the entire hobby is based on communication and the presentation of information. Since everything happens in a fictional setting, how you convey that setting and the people and their actions within it, is of vital importance.

In my Players are Idiots post I talked about the flow of information which involves using good communication techniques at the table to make sure everyone is hearing the same things and getting the information needed to make reasonable decisions.

However there are other times communication is vital and that is between sessions when the game is not actually being actively played by the group. This is the time when things rules questions and clarifications, or what game should we be play next, or even talking about what snack people want at the game should be discussed with the group.

This out of character between game communication can be just as vital to the health of the game as the in game communication. How you manage and coordinate this communication can have a profound influence on your game. If the people involved in your game never communicate between sessions it can sometimes be hard to gauge how interested they are in the game or what they want from the game.

As a GM it can be very frustrating when your group refuses to communicate about the game. I also like to receive some feedback about the game so I know if the players are enjoying what I am doing or if there are areas I could improve in. Operating in a vacuum can be very difficult at times.

There are many ways to handle this communication. e-mail, web forums, phone calls, face to face meetings, dinner gatherings, letters,  Facebook, and other social media sites just to name some of the options. Figuring out what works best for your group is an important part of this. My group has some troubles with this and I have yet to figure out the best way to handle communication.


That's all I have time for right now, but I will return to this topic often.