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Relatively recently, like in the past year, I've stumbled across "story-games". Story-games are pretty much just like roleplaying games, and really they are RPGs, though there's some debate on that point with a few of the wilder ones. The main thing with story-games is that they are designed specifically to create stories, like the kind you read or watch on TV, during play. The rules don't just allow for stories, but if followed will actively promote them. For me, that's always been my goal in RPGs, though I couldn't articulate it for a long time. Needless to say, I'm very excited, and I'd love to share this with my friends. Unfortunately there can be a bit of a learning curve, especially with regard to old habits, and in some cases active resistance!
Unfortunately, I don't have many friends, or even many aquaintances. I really need to get out more. So I've tried to pitch these cool new games to these people, either a specific game or as a concept, and I've met with little success. For those who weren't simply irrationally afraid of change, the two big hurdles seemed to be "roleplaying vs. rollplaying" and "character control".
There has developed a notion in RPGs that dice are "bad", and that a session that passes by without using any dice at all is some kind of holy grail of "in-character" awesomeness. (This assumes, of course, that there weren't any major scuffles, because dice in combat are ok). I've heard it said that "dice get in the way of roleplaying" and that "if a player can just go to the dice in a social conflict, he won't roleplay." Story-games use dice (or cards or whatever) and aren't ashamed of it. Much of their power to craft drama comes from the dice. Drama comes from something keeping you from getting what you want. Your character's struggling and suffering is what powers that drama. Just like a combat where the dice are throwing you curveballs while your character's life is on the line, social conflicts can be just as risky. Just as the best combat tactics might still lose you the combat, even the best argument might lose you the debate. Just as terrain and range can add creative constraints to enhance a combat encounter, so too can "social" rules constraints enhance a seduction scene. Sure, you can just go diceless and trust the GM. You can even do that with combat. But when the GM says, "sorry, you lose" you might be left wondering if that was the best call. You might even feel a bit of resentment since the dice are "impersonal", but the GM isn't. Also, the GM, as your friend, is likely to "play it safe". He's your buddy. He doesn't want to hurt you. But a little (or a lot) of hurting is where the drama lies. By pulling his punches, he's robbing you of your opportunity for awesome drama. If your main focus is just kicking ass and taking names, or poking around inside of a fictinal world and seeing "what would happen", then that's not as big of a deal, but if you're looking for character-driven story then there's more of a chance for hard feelings for play to fall flat.
The other issue is character control. In a game where a fight to the death isn't the only way to resolve a conflict meaningfully, there's got to be a way to "coerce" characters into backing down or even acting in a certain way. This could be as innocuous as intimidating somebody into running away or as powerful as convincing somebody holding a gun to a prisoner that shooting him is the best thing to do. In most traditional RPGs, people generally don't have a problem with PCs forcing their will upon NPCs with an Intimidation or Diplomacy or Bluff check, but if you tell a player that they have to abide by an NPC's Intimidation check, or perhaps worse, another PC's Intimidation check, that player is generally going to be pissed. But think about cool movies or literature for a moment. Have the heroes of that fiction never been coerced into doing something that they knew was a bad idea? Have they never been provoked into an emotional outburst at a bad time? Or even without an NPC's influence, haven't you seen the hero make things worse for himself out of pride or anger or a sense of duty? Sure, you could just do these things when they feel "right" during a game, but for most people it's hard to reconcile "hurting" yourself. You want drama, but you're likely, at least sometimes, to not go as deep as you could, to not risk as much. On the other hand, even if you do dig deep and really screw yourself, knowing that it was a "self-inflicted" decision can take some of the dramatic sting out of it.
Related to character control is also a common sense of "gamer paranoia". Now admittedly, I've often succumbed to this as well. It's the "yeah, but what if [fictional, often unlikely situation] happens?" Basically, everyone is afraid that ***hole players are going to "break" the game. In this case specifically, they're afraid that some ***hole player is going to make "your guy" embarrass and humiliate and denigrate himself for the amusement of the other players. First of all, this isn't (barring magic, I suppose) "mind control". The NPC can't make you do denigrating things any more than a real person could coerce you into doing the same in real life. It would take some serious threats to the things I hold dear to make me do those sorts of things, and that's the same kinds of things that would have to happen to make your character do those sorts of things. There's nothing stopping your fellow adventurers from killing you in your sleep, stripping you naked, violating your corpse, and displaying you on a pole with a sign that says "Dead Horse Humper", but you don't hear people worrying about that in their RPGs, because it almost never happens. So that's the other thing. Whatever game you're playing, all of these horrible worries almost never happen in actual play. Which leads to the last thing. If these things do happen at your table, STOP PLAYING WITH ASSHOLES. Play with friends.
Anyway, I think that story-games are great and I'd love for more people to experience them. If drama, human emotion, difficult choices and stories about being human (even if you're not) are what interest you, then story-games are where it's at!
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OMG! A blog with an actual topic!
Ok, so... I'm running several roleplaying games in the DnDorks forums. I really should be playing in a live game somewhere, but I really prefer to be the GM rather than a player, and it's hard to just start up like that. It usually involves joining a group as a player and then insiduously working my way to the GM position. That, however, is a great deal of work, and there's no gaurantee that the players won't all be a bunch of psychos or asshats or something. So I'm running a few PBF games. Now, the forums aren't exactly the best place to map out compex combat scenarios due to the turn-around time for responses. Plus, I don't play RPGs as an exercise in miniatures tactics (not that there's anything wrong with that). Thus, I attempt to focus on the "story" element of the game. I'm not trying to be pretentious or anything. It's just a matter of pragmatism. I'm not trying to create "art" (not that there's anything wrong with that). I'm just trying to make what might be looked back upon as an interesting series of events. If it turns out to be a relatively thrilling tale full of memorable moments, so much the better.
I may have become too analytical as I've grown as a gamer. I recall, back in the day, playing Rifts (*ptui!*) and we had a great time. There were several memorable moments, despite the crappy game system. There was a tense moment between two PCs that ended with one striking the other. It didn't turn into a brawl though. There was an understanding after that punch, something transferred in the silence. It was like something out of a movie. There were poorly delivered, but heartfelt, monologues. There were characteristic catch-phrases. There were unlikely, melodramatic coincidences. It was great. However, it seems that lately it becomes harder and harder to recapture that. I've become too focused on the rules. Not so much of the game itself, but the "rules" of the story. I'm not even sure what I mean by that.
So, as I run these games, I try to add "plot elements" to the game. Encounters and situations that make things "interesting". However, it seems that my attempts all fall flat. The theory is that any "scene" or "encounter" should further the plot. That is, it should move the story forward, set the mood, or reveal something about the world or the plot or the characters. Well, here is where the title of the blog comes in. If the PCs are chasing a target through the city to find the clue they need (to further the plot), how can they fail? Either they fail and the game grinds to a halt, or they "automatically" succeed which sort of negates the "obstacle" of the chase to begin with, or they get the same (or similar) clue whether they succeed or fail, which makes the characters' choices meaningless. I decided in the end that while failure would still get the PCs what they needed, success would get them "extra". It seems like a decent solution, but it still feels weird.
As far as recapturing memorable moments goes, I feel that I am doomed to failure. For while it seems that the PCs tend to remember the neat things I've presented them, the moody scenes, the colorful NPCs, etc, the things that I remember are entirely the creation of the players. Their heroics, antics and dramatics are what make the game worthwhile for me and no amount of work on my part is going to make those happen. All I can do is try to mine the play area with enough depth that the PCs have something to work with and hope for the best.
So, what are your opinions on RPGs and "plot" and "railroading"? Is a lack of GM "nudging" worth the possibility of a game that ends abruptly, drags on interminably, or is just plain dull in retrospect? How much is too much? Any other thoughts on the matter?
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No, this has nothing to do with homosexuality. Don't care.
I just sometimes wonder at the series of events that makes me who I am. Now, I also understand that facets of my personality are hardwired due to genetics, but how much of me is my experiences?
While I'm sure it was different when I was younger, I find that for most of my life since grade-school, and possibly earlier, I've been fairly "resilient", personality-wise. While I may partake of the occasional fad, nothing ever "sticks". I've gone to church, hung out with skaters, goofed-ff with goth-dorks and ran around the neighborhood with troublemakers and others. And while they may have had some influence over me while they were there, as soon as they left I resettled back into "just me". I've exercised regularly, hung out in bars, gotten drunk, gone to strip-clubs, learned (barely) to rollerblade and countless other things, not because I wanted to, but because that's what the people I was with were doing. Generally I didn't care much for any of it. But that's me now. I'm sure it must have been different when I was little.
So let's see. I don't like politics, religion or sports. I don't enjoy talking to people. I don't enjoy "overcoming challenges". Pretty much anything normal people have in common, I don't. So what would have made me this way?
My parents got divorced when I was very young. I don't remember much about it. I don't recall ever feeling like it was "my fault" or anything like that. I may be superimposing my current self on my memories, but I get the impression that I was like, "Yeah, well. That happens." I moved around alot as a kid, since my dad was in the army. Thus the whole, "no longterm relationships" thing. Is that why I have no interest in people? I can't hold a decent conversation because of that, as a rule. I can answer questions, but once the other guy stops prompting me, I've got nothing to say. I'm not proactive in most things, especially converstations. Yet I know that I should be, and that makes me uncomfortable. Thus, I avoid conversations. I don't make eye contact with people. I don't look around me in public places. If I do, somebody my start talking to me, and then I have to nod and smile and start backing away so I can escape. I've been told to "just be myself" in social situations, but that would mean mostly ignoring everyone in the room and cracking open a book or maybe taking something apart.
I got beat up some when I was younger. I don't really remember too much. Swung around by my parka-hood by some German kids. Punched in the stomach in the school hall. Minor stuff, really. Those two are all I can remember, though I'm sure there were more.
I remember when I was young, I saw a plaque that said something like "Those who expect nothing will not be disappointed." It was supposed to be a warning, but I thought it sounded like a good plan. Who wants to be disappointed? Maybe something was wrong with me even then...
Sorry this is so disjointed. Reflection on the past requires remembering things, and while I don't "not remember", memories don't generally come to me unbidden. I have a lousy sense of history. Things that happened 15 years ago seem like they were only a couple years back. That's probably because I don't remember anything specific about the time in between. I can remember the first girl I made out with, but I couldn't tell you how old I was or what year. I remember where I was living at the time, and what school was near there, so using that I can figure that it was late grade-school or early junior-high, but it doesn't occupy a solid place in time. If a few of the facts were different, it could easily have been at some other point in time. Bah. It's like I'm living in a bubble that extends a short distance ahead of and behind me. I can't "see" my future clearly, nor can I recall well the past.
I think about these things alot. I feel like if I could just figure out the cause and effect, I could short-circuit this endless cycle of mediocrity. It would be like, "Oh, my lack of a father figure makes me scared to take a stand on things" or somesuch and I would know what to look for and could overcome it. Oh well... Maybe one day I'll try some therapy and see if that helps.
Bloink!
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So, by extension, I'm boring. That's unfortunate for you because you're reading this. My condolences.
It seems that lately I'm in an endless funk. I can't find joy in anything anymore. Perhaps my standards are too high. Maybe most people feel like I do and I'm perfectly normal. If so, that's its own kind of shame. Nobody should have to live in this sort of malaise, lacking that essential spark, the flame which drives one onward, that passion that makes life worth living. Now don't get me wrong... I'm not "sad" or anything. I'm just... there. And I'm sure that I have moments of pleasure. Sometimes when I look at my little dog she makes me laugh with genuine joy. But it doesn't last. And I don't really remember it. That is, I recall that it happened, but without any kind of "emotional" memory.
I think that may be my problem. I'm sure that I get a little "high" from success, from praise, form accomplishment. The problem is that I can't remember that feeling the next day. So when once again it comes time to roll up my sleeves and persue something, not only am I not driven to recapture that feeling of success and fulfillment, I can't even remember what it was like and so the whole project seems like a whole lot of work without any payoff.
I've always thought it would be cool to do a comic book or something like that, and if you asked my friends they'd probably say I could do a pretty good one. Really, how cool would that be to be published, to have created something physical for public consumption, a work of art, a labor of love? It would be freaking awsome, and I bet I'd be on top of the world! ...for a day. And then the next day it would all be meaningless. Hours upon hours, days upon days of work all to make me feel good for a day? The only reason I can do the webcomic is that it only takes a few hours to complete one. The only reason I can keep it going is because the audience expects it and because of the support of the rest of the DnDorks crew. Don't get me wrong, I love being a part of DnDorks. It's awsome. However it's also alot of work. It would be nice to not have to worry about it. But of course it's not like I have anything better to worry about, you know? I have no goals, no ambitions. I'm just... there.
*sigh*
I sound like I should go goth or emo or something. :P
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