RPG a Day 2018 – Day Seven – How can a GM make the stakes important?

How can a GM make the stakes important?

You make the stakes important in two ways:

Make it personal. An RPG isn’t a long con, nor is it one to be incredibly subtle about, really. This is the story of the players, so making it relate to them in some way is the best thing to do. “Why should I care?” Is a terrible thing to hear from a player. When I ran Tremulus, my biggest problem was that all the players barring one (the player who left the group one session in) made characters who were effectively transient. The game wanted people who lived in the town but were new or returning. Without this, it was too easy for players to wonder why they remained there instead of simply leaving the horrors and mysteries behind. The game was salvaged with a new player who was briefed on this and hired the other players. 7th Sea’s solution of every player picking the story they want is great, if a little difficult for some players to work out ahead of time. My favourite way with D&D and Dungeon World is to start the players off with a simple setting, a location to be invested in and then build up relationships with it. Then, you put it all under threat as the players have got invested.

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Make it known. In a more literal ‘how to make the stakes more important’, simply tell the players. You can give them a peak behind the curtain by saying up front what the campaign is about so they can build characters accordingly or ask you to make amendments in order to give them something to invest in. Mechanics like clocks and egg timers have been good tools for making the pressure of the stakes get higher which you can share with the group when necessary. If my group are faffing, I’ll remind them of the stakes by turning an egg timer. Sometimes I’ll have a bad event listed down on a clock and tick it along when the players fail, delay or time passes. It’s got to the point where the group recognise the motion of me scribbling out a section of the clock behind my GM screen. I’ll share the information with them if they ask, but often the movement itself is enough to know the pressure’s on.

Another brilliant tactic has been John Wick’s “Dire Peril” card. Have one to hand and when people are making a decision or taking a course of action which can lead to an automatic death without rules even coming into it (e.g. falling from a precarious cliff, taking on an army alone) then as GM, hold up the card and ask whether they want to take the action, knowing as they do that death is on the line. I have never seen a player turn it down, but they know exactly how high the stakes are.

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RPG a Day 2018 – Day Six – How can players make a world seem real?

How can players make a world seem real?

Getting involved with the fiction. I’ve been in enough games where players are switched off, I’ve been that player as well. You end up checking your phone, talking to people about non-game things.

When players get involved, that’s where the magic happens. Inspired by games like The Quiet Year, I’ve had players help me with mapping games. They’ve built NPCs, plotlines, things for me to use in turn, sharing ownership of this story we’re all creating. Below is the example from my first stab at this, from Dungeon World: Leviathan.

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The only things I knew I wanted in this game were a wall a mile high and thousands of miles long with a hell on the other side, and a giant leviathan which threatened to destroy reality.

The group all added three things:

  • A natural feature
  • A settlement
  • A problem or mystery

I added one of each as well, so there were a ton of plot hooks and locales for the group to interact in. I managed to get everything except the giant statues which straddled the trade roads, but I didn’t mind as I designed those. I lost the map for a while after my second campaign in the world, so I made a new setting, Exodus. This world still exists… kind of. Leviathan won, the world was destroyed and the inhabitants fled to Exodus where they lived for a thousand years. This world became overrun with monsters and a cage for dead gods, the largest of which found their way out. As of last season, my current players are in the world of this map, a thousand years from after it was ruined and surrounded by monsters. To help show these changes, I’ll have the new players draw over or add to the map to show how this is now a hell place.

I have another anecdote which is a little less mechanics-based. I remember a little while ago GMing a game of Masks and running a scene with two of my four players, only to overhear the other two. They were talking in character, just having a little scene with some banter, having their characters get closer. I checked in with them afterwards briefly to make sure there wasn’t anything massive I needed to be made aware of and there wasn’t. Still, it meant they were in the moment, in the fiction and it meant a lot to me.

 

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RPG a Day 2018 – Day Five – Favourite Recurring NPC?

Favourite Recurring NPC?

It was so tempting to pick yesterday’s choice of Sam Sanders all over again.

Instead I’ll go with someone else, an elf called Silver. He’s been recurring both in my group’s Dungeon World game but also my RPG metaverse over the last 16 years. Sam Sanders was a legend, but Silver is just a piece of trash plain and simple.

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Silver started out as a bartender in my old ongoing D&D Third Edition game. It was the sequel to my old AD&D game and he was the son of an Elven bandit queen from that era. Silver couldn’t be bothered with the woods or magic, he preferred firearms and booze instead. He acted as a mission giver and informant. I grew tired of Third Edition and benched the campaign after a brief attempt to convert it to Eden Studios’ system.

Silver returned when I switched the campaign to the Warhammer Fantasy Roleplaying Game, which was far more successful. The group had several NPCs they could have around for different bonuses. Silver was helpful but deceptive and self-serving, so he didn’t travel with them all that much. He mainly took what valuables he could.

He didn’t end up appearing in the BSG-style reboot of that campaign. Instead, he’s shown up in Dungeon World, which is set in a different world, taking some concepts from that one and remixing them even further. This time the group met Silver in a swamp where he led them to a cursed town in return for his freedom. The next time they saw him, he was in another cursed town, but after trying to take advantage of the people there he was nearly sacrificed by them. In the finale, he led the group into a prison city he had the run of after selling people to the Leaf Guard who ran it.

He’s interested in his survival first, then money, then booze. He’s a complete weasel who pops up wherever trouble is, looking for a way to profit. He’s not evil per se, but he’s a total weasel and scumbag. The group haven’t harmed him yet and don’t seem inclined to, but they’ll send him on his way if they find him doing anything dodgy.

Here is an NPC stat block for Silver for Dungeon World, thanks to my friend Graham for making the template.

 

Silver

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RPG a Day 2018 – Day Four – Most Memorable NPC?

Most Memorable NPC?

Sit back and let me tell you the story of Sam Sanders.

I used to run Spycraft a lot. I ran it at conventions for AEG and later Crafty Games. I took over as an emergency GM when one of theirs bailed and I ran through power cuts at GenCon UK. So Spycraft and me were tight.

Spycraft

I ran a campaign with my group where I gave them underlings. A training scenario on a remote island was compromised by supervillains, so the spies came in and rescued whoever they could. There was one spy per player, all tuned to get on really well or really badly with their corresponding player character. I admit, after all these years I forget the names of two of them. One was ‘Seagull’, a young woman who filled the role of group mechanic which the group didn’t really have outside of their driver. Then ‘Wild Ferret’, aka Sam Sanders. He was loud, brash and somehow supposed to be super stealthy. He was incredibly rubbish as a stealth guy, being basically The Todd from Scrubs but as a ninja. He was loudly boasting about his excellence and demanding that people high five him for a job well done which often wasn’t.

The Todd

The group loved Sam. Players luckily often love a rubbish NPC, as long as they’re endearing to the right level. The rookies went on a couple of missions with the group and were parceled out to other teams so I didn’t have as many NPCs to deal with. Seagull was in the spy team who were friendly rivals with the group, Sam of course was with the players.

Then there was the party. This billionaire madman was doing twisted experiments on people under the guise of environmentalism. The rookie team had been assembled for their first real mission and gone missing, so the group had to rescue them. Even worse, there was a message that one of them was a spy.

The players infiltrated the billionaire’s manor during a party, finding both Sam and Seagull in different parts of the building. They both declared the other a traitor and the group decided it was Seagull. One player, Alex, started trapping a room he was in and preparing to take Seagull down with a sniper rifle. That’s when Sam got a garrote out and choked Alex’s character nearly to death. Sam was the traitor. He killed the two NPCs whose names were lost to time, he killed Seagull and escaped with the billionaire’s weird tech.

The group chased him down a few times, but were rarely able to catch him. Sam was a master of disguise, often one step ahead and frustrating to the group without feeling cheap. His name wasn’t really even Sam Sanders, as the poor rookie had been murdered before the original training mission.

When Spycraft Second Edition came out I decided to try and run a ‘24’ style campaign with each session taking an hour of time in the game world. We didn’t manage to finish the game, but the group had a couple of fun encounters with Sam. They found him on a sinking aircraft carrier when they went to find out why it had been attacked by basically evil Iron Mans. They caught him after a long struggle and brought him in despite Alex’s desperation to kill him before he got away or did something awful.

When Sam was brought into the base, Alex even had his character split off from the rest and try to shoot Sam in a hallway on the way to his cell. It was a brilliant dramatic moment and caused his character’s brief imprisonment.

If I’d have continued, I was going to see whether I could have Sam somehow become the leader of the spy organisation, at least briefly. I had ideas, although I don’t quite recall them anymore. I also wanted to kill him, as NPCs should be second to the cast, ultimately.

I’ve had fun with Sam ever since. I love re-using some NPCs to give my players an idea of what a person’s about, like the re-use of actors in American Horror Story. Sometimes they’ll play against type as well, just to keep things fresh. Sam’s been a villain a few times, often someone good at disguises (he was even in 7th Sea recently as a conman pretending to be a priest, although no one found his real name out). In Amnesiac City he was a reporter who read out the news in a dystopian world, but nothing more. He fills his role and even though none of the players who first met him are playing anymore, his legacy lives on.

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RPG a Day 2018 – Day Three – What gives a game ‘staying power’?

What gives a game ‘staying power’?

I love games which play out a whole story in one sitting. They’re great. Games like Final Girl play out a whole story. Lovecraftesque builds a mystery which no one around the table could have prepared for

But ultimately I’m a fan of serialised fiction. I sleep on a bed specifically raised up to fit a dozen comic boxes underneath. I have shelves filled with television shows. I’m writing a serialised novel with Lightning (albeit slowly at the moment, but I’m getting there).

If a role-playing game creates a satisfying world, characters and supporting cast, then lets everyone get invested in the world they inhabit then that’s exactly what I want. My Dungeon World setting has gone through a couple of groups, a thousand years and four different series set in the same world. It’s still fresh whenever its revisited and has the players helping build a breathing setting. My group can’t wait for season two of Masks as they need to take down the Periodic Table of Evil, who are masquerading as superheroes. Then there are games like 7th Sea, which have a world so rich and full that I may never return to the same place twice and still have a vast amount of places to play in. You could run a season of a game in a single street and make it a swashbuckling masterpiece just as much as if you ran a season crossing the world.

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RPG a Day 2018 – Day Two – What do you look for in an RPG?

What do you look for in an RPG?

I look for something to inspire me, which sounds extremely woolly as an answer. I like to get or see ideas about how a game runs from the initial pitch or conversation about it, so once I have that spark I’ll be unable to resist.

It could be a mechanic, like hearing about how Final Girl has players gleefully run through a collective stack of characters with a shared murderer who we all take turns controlling, or how Zombie World can generate characters with hidden pasts and trauma from a deck of cards which load people up with explosive stories ready to go off at the worst time. Or Star Crossed’s reversal of Dread as a love story where you need to play with the tower but not have it fall until the last right moment where your characters can act on their feelings.

It’s not always that, mechanics aren’t always clear. It could be an obsession with the source material, which is why I’m a lot more likely to investigate a superhero, horror or teen drama game.

The other way I look to see if an RPG is for me is with interviews, as the creator might give me that spark with their enthusiasm for the subject. The Brilliant Brie Sheldon’s Thoughty blog has a series of ‘five or so questions’ with game designers which has turned me around on several games. Brie’s questioning and the depth the creators go into are always great. My favourite RPG podcast, The Gauntlet, has possibly cost my wallet the most when it comes to new RPGs. Their enthusiasm and the breadth of games they cover has regularly inspired me to pick up yet another game.

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RPG a Day 2018 – Day One – What do you love about RPGs?

RPG a Day 2018 Day One – What do you love about RPGs?

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I had a friend who used to say that role playing games are like the best film or TV show you’ll never see. The worlds, characters and supporting case members we build together can feel every bit as real as a piece of published media, as deserving of fan art or TVTropes pages.

 

It used to be a case of making my own worlds and exposing people to it, but in the past decade its become more and more a case of sharing the world creation with the rest of the group. It invests the group in the game and can cause some fantastic stories even I couldn’t come up with. When I played Masks, the group came up with The Periodic Table of Evil and I threw my notes away. I didn’t need them anymore as we were going to be dealing with the Periodic Table of Evil from that point on.

 

On a similar note, any kind of ‘fan content’ from the group are amazing, whether it’s art, fiction or even just chatter about their characters beyond the game. You realise that at that point they’re invested. They’re as much of a fan of the characters and world as you, and that’s great.

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RPG a Day 2018 Introduction

It’s almost time for the “RPG a Day” challenge to start up again. It’s an annual challenge each August for people involved with games from designers, journalists, fans and anyone who just wants to talk about games.

I find it a mixed experience. I know I find it a fun trip down memory lane, digging up experiences I’ve had at the table which I’ve completely forgotten about. At the same time I know others haven’t all had similar experiences with the questions. The question which really got to me last year was about RPG reviews. A lot of people, especially designers, were talking about how they didn’t place much merit in them. It got me questioning what I was doing and why I was doing it with Who Dares Rolls. What I’d been doing was a series of Actual Play reports, which generally took a while to compile and translate from my notes, along with a review of the game which would be in among the opening articles and the conclusions. The latter half of the 7th Sea game I was posting has been written, but not put up. I’ve not yet got round to writing up my experiences of Blades in the Dark, Masks or my more recent 7th Sea and Dungeon World campaigns. I’m still not sure what to do with any of that.

I’m interested in this year’s list and hope that it’ll inspire some good conversation, along with some cool spin-off questions. Here’s the list:

I’ll be trying to keep up with regular posts during August on Faked Tales and depending on what’s there, may even see about hosting a compilation or selection of answers at Who Dares. Rolls.

Let’s see if I can keep up with the daily posts throughout RPGaDay2018. Aside from the RPG reviewing existential crisis inspired from last year, I do love seeing what people have to post and will be checking out people’s reports on social media (admittedly mainly G+) to see the answers people have.

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200 Word RPG Challenge 2018

I thought I’d missed the 200 Word RPG Challenge this year. I’d decided I was fine with that as things have been busy. Then I found out it hadn’t happened yet and knew I’d have to contribute something when the contest began.

I love the idea of Wind of the Path, a duelling RPG to play with other players you might meet at conventions. It reflects wandering ronin meeting and fighting each other and was found in the Gauntlet’s superlative Codex zine, specifically the Iron issue.

I also love Pokémon, ever since I worked at a comic shop and was handed a pirated version of Pokémon Blue on a floppy disc as ‘research’ for the incoming Collectable Card Game which we knew was going to be a big thing.

This year I’ve combined them both into the following game:

Sticker Monsters!

You’re a trainer of monsters, questing through the land to do good with your adorable companions!

Find your monster!

• get two stickers, combine them into a unique monster

• draw a box around it

• draw some special effects

• give the monster a name and a type (e.g. Stachebear, grooming-type)

• write three Moves (e.g. Entangle) and a type each Move belongs to

Find other trainers!

Either out in the wild or in your own home.

Solve Problems!

Look around and pick something to turn into a weird, fantastical problem. You both need to provide one Move each and one to combine with the other trainer’s monster. Describe your monster and narrate these moves to solve the problem! Mark 2XP each.

Or You Can Battle!

Describe your monsters, pick and describe a Move. Both briefly discuss which would get type advantage. They win the round. Play a second time with remaining moves and a third if there’s a tie. If still tied, flip a coin. Winner marks 3XP, Loser marks 1XP.

Evolutions!

Every 5XP, add a sticker, a new move and a type for it. At five stickers, retire your monster to the wild and start again.

Here are some sample monsters I’ve made:

Here’s the link for the game on the 200 Word RPG site. Even if it doesn’t get anywhere in the challenge, hopefully some people will have fun with it.

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Early 2018 Update

I wrote an update for where I’ve been at, what’s been going on and where you can find me. Then I didn’t post it and life kept changing. WordPress reminded me that I should actually pay for their service and I realised I should actually do more than simply hermit away, which I realise has been my default response to things.

Myself

I’ll try to keep this part brief.

Our family home is almost signed over to my brother and me. It’s taken way too long but we’re nearly there. The place is still a haven of half-unpacked tat, although the biggest thing to happen is the workroom. Originally my mother’s woodcarving studio, Emma pretty much singlehandedly transformed it into a writing studio for us both.

Workroom

The workroom. Emma’s desk is the nice one with the skulls, mine is the one with the shrine to Cyclops on it. Rothko’s is the cushion on the right. He’s not a good writer.

The garden has mostly been overrun by grass and spiders. That’ll be one of the next challenges as it’d be nice to get it habitable in order to have some barbecues before the nice weather goes away.

As well as the house and a large amount of woodcarvings, I also inherited a dog, Rothko. He’s wonderful, weird and if you’re a follower of mine on Instagram or Facebook, you probably see a lot of photos of him. He’s ancient now, at almost 15 and a half years old. He’s a lot more shaky now, both physically and mentally, so there’s been a lot of adapting to that.

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Rothko

 

Lightning

I feel so sorry for my wonderful, beautiful idiot children of the Lightningverse, who have been neglected for a while.

The last few years have been a bad place to edit Lightning given the (mostly) lighter tone. It’s a comedy about aliens living on Earth, trying to be human despite their powers and weird tropey backgrounds coming in to interfere.

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The title banner for Lightning Episode Two

I’m getting back on track with editing Lightning Episode Two: Bill Meets World and intend on at least getting that published this year, along with the relevant side fiction. Hopefully I’ll also get Episode Three: Nemesis, edited and ready to go as well. I’ll be mentioning more nearer to the time here and at www.lightningtales.com.

 

Who Dares Rolls

I’m still writing for Who Dares Rolls and taking part in their podcast. I want to get into a few different things and rework the ‘actual play’ style articles as while they provide content, they’re a bit too bogged down in minutiae and lead to me spending a lot of RPGs taking notes which I’ll then barely be able to read.

Hopefully I’ll get some more one-shots run and reviewed as well as articles about aspects of gaming which inspire and intrigue me. I’ll also be taking part in the Who Dares Rolls live show at the UK Games Expo on Saturday the 2nd of June from 8:30 until 9:30. It’s our fiftieth episode and we’ve got a fun tabletop quiz show prepared. If you’re there, it’d be great to see you!

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WDR Live!

I’ve added some tabletop site recommendations on Meeple Like Us recently, hopefully something I’ll do a few more times in the future.

Some smaller games chatter like my actual plays of Hostage Negotiator will probably still go on Faked Tales rather than elsewhere.

 

Mad Robot Comics

Here’s a big positive change; I’m going to be writing a couple of comics.

Matt Hardy of Mad Robot Comics asked whether I had any ideas for an anthology set in his Cadavers-verse. I immediately threw Matt my ideas about the blob character featured in the background of Cadavers issue one, who I felt was a private detective. In the last few months I’ve handed in a script for that and another story in the Cadavers anthology and have been stunned by the quality of work from the artists involved. I don’t know if I can say anything about the non-blob story, so instead here’s a preview page from Blob Detective:

Blob Detective Preview

A preview page of Blob Detective, featuring the blob themself, femme fatale Legs and the villain, Snubnose Mancini

The art is by Russell Mark Olson and if you think this is impressive, just you wait until you see the full story. I’ll be keeping you up to date as things continue.

 

Faked Tales

So what of this site?

This is still my hub for any updates about my work, so if anything of mine gets published anywhere on or offline, I plan on putting it here. I also have a few short stories I want to get done, some chatter about the popular culture which doesn’t have anywhere better to go.

Hopefully this site will get more full of life, which is also my personal goal. Let’s see how that goes!

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