How I run investigation games (part 1: prep)

A really juicy mystery, with the cool feeling of piecing together clues and coming to the correct conclusion, is one of my favourite things in roleplaying. It’s also something that I feel isn’t well delivered by existing RPG systems. Here I’m going to talk about my approach to building a mystery and enabling real investigation.

This isn’t the first time I’ve explored this terrain. Back in 2013 I talked about how mysteries are like stones falling into a pool, creating ripples. And I went on to talk about how investigation isn’t just about clue detection, but about deduction and reaching conclusions. But I stopped short of talking about how to construct a satisfying mystery, which is what I want to do now.

Just for the moment, let’s assume I have an ok system that will cover the business of discovering clues, and an ok premise that make sure the players want to investigate this mystery. I may come back to these later, but let’s imagine they’re solved problems for the purposes of this article. Let’s also assume I’m running something that has a substantial investigative focus, so there’s more than just one simple mystery to solve.

I then create my mystery in a number of fairly discrete steps:

  • Decide what the fundamental driver of the mystery is. Something like “There’s a cult trying to summon a demon through a series of ceremonial sacrifices”, or “House Rukh are planning to assassinate the governor and take over the planetary government”
  • Generate from this driver a series of events. These can be past events which the players are (presumably) going to be investigating, or future events which the players are (presumably) going to be trying to avert.
  • For each past event, I generate a footprint, that is, a set of clues which are out there waiting to be discovered by the players.
  • The footprint breaks down into physical clues and witnesses, which are obviously investigated in different ways. Each of these is amenable to assigning a location and/or time. I’m also thinking about the ways in which the players might discover the clues, though I’m leaving myself open to other ways as well.
  • For future events, I generate a timing and/or trigger, some consequences, and (in case the players don’t find out about it until after it happens) a footprint, exactly as for a past event.

For instance, let’s look at the cult example:

  • For events, I decide that the cult has already sacrificed two victims. One of them was pursued through a particular district in the city in the night, and then murdered in a junkyard. The other was killed previously and more quietly, in their apartment.
  • The pursuit generated some witnesses along the route it followed – people who heard screams for help and some who looked out of their windows to see a group of figures pursuing the victim.
  • Both the murders generate a corpse, some messy bloodstains, perhaps a footprint. They also include the identity of the corpse – for the junkyard murder that may not be obvious, while the apartment victim (if the players discover it) is in their apartment so probably can easily be ID’d.
  • The junkyard murder will be reported, which is the trigger for the players’ investigation. The apartment murder will likely lie fallow for a while, but might show up later.
  • I also create three future events: a near miss where someone is cornered by the cult and nearly killed, but escapes by jumping out of a window; and a murder that involves an initial kidnapping and the victim being brought to a specific site for the final sacrifice. Perhaps the near-miss will report in to the authorities and the players can find out about it that way. Perhaps the kidnapping will be reported, perhaps not.
  • At this stage I might also add in some kind of link between the various murders, be it geographical (the locations form a shape on the map, with the final sacrifice in the middle) or social (the victims are all highly religious people, say), or whatever.
  • If the final sacrifice is completed then the demon will be summoned and a whole new set of events will be generated after that (but I don’t bother thinking about that right now, because I’m expecting that the players will stop the sacrifice happening and/or kill the demon after it’s summoned.

Once I’ve planned all this out, I’ll review what I’ve got to make sure there’s enough there to give the players a fighting chance of cracking the mystery, but not so much that they’ll solve it in five seconds flat. I can add or remove witnesses and clues until I think I have got that right. Of course, my future events ensure that, no matter what happens, the players will have something to do. If time passes and they haven’t made progress, the next event happens.

I’ll then break the information down into a number of components I can use:

  • A timeline of events
  • A list of locations with clues that can be found there
  • A list of characters with motivations, information they might have and any key abilities

Once I’ve got all that in place, the game more-or-less runs itself. The players move from location to location as prompted by clues and/or a future event becoming a present event. Perhaps they discover clues which help them to get ahead of the timeline, perhaps the timeline runs ahead of them and they’re forced to confront a scary situation unprepared.

I’ll talk in a future article about how I use this prep in practice.

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Roleplaying with my kid

I’ve started the inevitable experiments that all roleplaying parents must at some point attempt: roleplaying with my children. Specifically, my son R, who is five years old. It’s been pretty interesting.

I started out very informally with R – just telling him a story and testing out various interactive approaches. Describing a situation and asking him what he does, or telling a story but asking him to contribute details about the background or what happens next, were the two main ones. This was when he was quite young, and what I quickly discovered was that he LOVES having me make up a story (instead of reading him one from a book) and he LOVES to make me dance to his tune by telling me what the story should be about, or suddenly taking control of the story and then handing it back to me, or demanding that I insert some detail or direction that he’s decided on.  It was fun for him, but kind of exhausting for me, like those scenes in Whose Line is it Anyway? where the audience shout stuff out for the actors to respond to.

The most common of these is the “Hansel and Gretel” story, in which R lives with his friends Hansel and Gretel somewhere (a house, a village, a town), near some scary place (a forest, a cave, a mountain) where a bad thing (witch, vampire, dinosaurs) lives. The details vary, but always, their parents tell them they must never go to the scary place, because they might get got by the bad thing. Gretel always suggests that they should go to the scary place, and is told off by R who is a good boy. Gretel always steals away in the night, while everyone else is asleep, to the scary place, and R and his family always rescue him (Gretel is a he in these stories, confusingly). R loves this repetition, and gleefully demands these stories at all times of day and night. If I’m honest, they have become a bit boring for me. I wanted to get him into imaginative experiences that would be enjoyable for both of us, but he didn’t seem to be ready yet.

More recently, I’ve tried actual published games with him. The first of these, maybe six months ago, was a game specifically designed for parents to play with their children, Amazing Tales by Martin Lloyd. This is a very stripped-down roleplaying game with ultra-simple mechanics, an approach to running the game that encourages a degree of creative involvement from your child while retaining a basic GM/player setup, and lots of helpful setting material for several kid-friendly settings you can pick up and use. What was interesting about the experience is that R liked it, but wanted to take more creative control than the game was offering him, and HATED having the risk of failure from rolling the dice. Even quite soft failure was very stressful for him, and he’d insist on negating anything short of perfect success. So I tried something different: I let him GM.

Amazing Tales is so simple that it seemed like letting R GM would be a real possibility. I wasn’t sure how it would go, but wanted to try, because so far he seemed to mostly enjoy having direct input on the direction of a story, or inserting stuff into the game that would traditionally be the preserve of the GM. So we created a character for me, and off we went. R took to it like a duck to water, setting up a scenario for my pirate (buried treasure), and introducing dangers (a rival pirate captain). But once again, he seemed very uncomfortable with failure. I would suggest when to roll the dice, but if I failed he would immediately narrate an overwhelming success.

Still – the experience was better than previously, since he didn’t become upset or stressed, so I persisted, and gently reminded him that the game ought to be a bit difficult for my character, and that when I failed, bad stuff ought to happen. I told him not to worry, that this would be fun for me. I would always get out of it in the end. Gradually, he started to get comfortable with this, and we had a pretty cool scenario where my pirate captain rescued one of his friends from a red coat fortress, and even charmed one of the other prisoners into joining his crew. We were really getting somewhere.

Just this week I thought I’d try something different: Dungeon World. I liked Amazing Tales (and so does R) but I wanted something a bit meatier to get my teeth into, and I wanted to see if he could cope with it. Of course, DW is more complicated and I couldn’t see him GMing it, so we switched roles again and created him a character. We got off to a flying start with his character dropped straight into a tense situation. I asked him questions, and he gave dynamite answers – it was really going well. But interestingly, he continued to want to insert stuff into the story; while fighting my serpentine river monster, I mentioned it had a paralysing venom, and nearby he could see two people who it had already paralysed and dragged to its nest for food. Without missing a beat he said “it’s my father and sister”. Which is fine – but rather outside the way DW is supposed to be played. And again, though he rolled pretty well in this session, his levels of tension around the snake monster suggested to me that failure might not be something he’d cope well with. Overall it was a fun experience, but didn’t feel like we were really playing Dungeon World.

I asked him which game he preferred, and the answer was very clear: he liked Amazing Tales better. I suspect this is because he was allowed to GM (he desperately wanted to GM Dungeon World too), and therefore have the control and creative input he wanted. So we’ll definitely be playing more AT. Something else I want to try soon is to try running a game with another player. It should be interesting to see how that plays out – and no doubt I’ll be trying more games with him in future.

What have your experiences been running RPGs with kids? Has anyone else found that they want more control and creative input than a the player role traditionally allows?

Lovecraftesque – Behind the Scenes of a Kickstarter

We’ve been hard at work prepping to kickstart Lovecraftesque.  Exciting times!

Although we’ve both been gaming and designing for a long time we’ve never undertaken a project to make our games available to other people for cold hard cash.  It has been an incredible experience and one we are still living moment by moment.

It even included an instructive interlude last week when this modest website got hacked.

We are about a week or so off our Kickstarter launch so now seems like a good time to do a quick update about where we are, some news about our layout artist and artist and some behind the scenes bits.

Firstly I want to share our cover art by Robin Scott which is gorgeous and better in every way than we could have imagined.

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Robin is an amazingly talented person bringing an incredible level of detail to her pieces.  That firelight on snow effect in the cover, want to know how that happens, how the shadows are just right…

Robin built a model!

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Secondly I want to give a heartfelt thanks to our layout artist Nathan Paoletta.  Not only has he done a great job on our sample pages but he has been exceptionally generous in sharing his knowledge about kickstarting generally and various printing options.  We have learned a great deal just from him and I hope we get the chance to give back to newbie game designers in the same way. Here is a sneaky peak of his layout.

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We are so excited that this is the level of detail and finesse going into the artwork for our game.  Also you have no idea how grown up it feels to commission art… serious proper adulting happening over here.

Next is a couple of photos we took at our video shoot. We are lucky enough to have a great video guy for a friend who helped us sort it out.  We cleared out our dining room for a morning to set everything up and had to hang a makeshift ‘autocue’ off the camera rig with a coat hanger.

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Lastly, if you’ve ever met me in real life, no doubt you will watch the video surprised at how tall I’ve grown.

Such is the trickery of video…

 

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Kickstarting has been a totally different experience to simply writing and playing games.  There are finances to work out (so many hidden costs and risks to factor in – Kickstarter fees, shipping, Kickstarter processing fees, international shipping, EU VAT, US Sales Tax and even currency fluctuations). There is a video to shoot, art direction to provide, layout proofs to review, stretch goal writers to approach (we have a total dream team lined up, I can’t wait to tell you about it!) project plans to create and enact and then the thorny problem of how to get the word out there and hope that enough kind people have it in their hearts to back us!

It has dawned on me that running a Kickstarter (even an unsuccessful one) requires you to get familiar with a whole load of new skills which go well beyond writing, playing and running games.  Obviously I really hope we fund, but even if we don’t I feel like our skills have taken this amazing leap forward.  Either way my respect for people who do crowd funding projects is immense, these people aren’t just game designers, they are totally multi-talented, and in ways I probably have yet to discover.

We’ll be announcing the Kickstarter launch really soon so check back on the blog or follow us on G+ to find out when.

Lovecraftesque – actual play report

Actual Play report of Lovecraftesque

As played at Seven Hills in April 2015

Players: Josh, Fergus and Ric

[In the setup we agree the basic parameters for the game, in open discussion – the only time that discussion is permitted.] We decided to set the game in the Himalayas. Off the back of that, we decided to make our Witness an explorer. We wanted a classic Lovecraftian game, so we decided on 1890s for the era. His reason for being in the Himalayas seemed pretty obvious, so we just needed a personality trait (we went for arrogant) and a source of strength (we decided he was driven by the need to prove himself to an explorer’s club back in London). Finally, we needed a name (this always seems to come last!) and we decide on Sir Arthur Worthington.

[Fergus had an idea for a starting clue, so we started the first scene with him as Narrator, Ric as Witness.] We began with Sir Arthur, already high in the Himalayas, trudging through thick snow with a retinue of sherpas carrying his equipment and supplies. A blizzard blows in, and Sir Arthur can barely see past the end of his nose. [Fergus comments: Already the power of having a Watcher was beginning to show as Josh brought the hostility of the environment to life, describing numbing extremities and the suffocating thin air.] Sir Arthur follows what little he can see of the path, to a large, blocky building of black stone, clinging to the edge of a precipice. He has lost the sherpas, and it’s only getting colder, so with trepidation Sir Arthur goes inside. Within he finds a dark room lit by yak fat candles, and filled with saffron-robed monks. The walls are carved with scenes of monsters. One of the monks greets him silently as he enters, and beckons him to follow. The monk leads him to what can best be described as an audience chamber, where a saffron-robed boy is waiting on a dais, backed by more carvings of strange demonic monsters. The boy explains that they have been expecting him, that there is a prophecy that foretold the coming of “Siratha”. He will save the world from a great evil. [This was the first clue.] Baffled, Sir Arthur agrees to the monk’s suggestion that he should rest now, and goes to sleep on a simple bed within the monastery.

[The next scene is Ric’s to narrate, with me (Josh) playing Sir Arthur.] Sir Arthur wakes up to find the monastery empty. Nobody seems to be around – the monks are gone. Wondering if he has dreamed the whole thing, or lost his mind, he wanders through the monastery, trying to retrace his steps to the exit. En route, he stops to look at those carvings he saw before. He stares in disbelief as he recognises a perfect likeness of his own face amongst the carvings on the wall. [Second clue.] Although Sir Arthur has barely exchanged words with anyone, we have discovered more about him from his inner reflections.

[Next up, I’m the Narrator, Fergus is Witness.] Sir Arthur Worthington makes his way up the mountainside. He has lost his sherpas, and the monks are all gone. He has no supplies. He has little hope, really, but his desire to prove himself drives him on. As he trudges up the path, he spots a small building – a hut – crouching in the snow. Within, he finds a comfortable little home, complete with fireplace, bed, a rather nice desk. This will make a good place to camp for the night. Idly flicking through one of the books he finds on a shelf, he is baffled to see that it is entitled “Ye Journale of A Worthington”. Within are various coded writings, together with the occasional unencoded note such as “Tried it again today without success. Perhaps tomorrow.” [Third Clue.] He tosses the book on the fire, but as it burns, a terrible, fiery symbol appears, crystal clear within the flames. [Fourth Clue, created using a card – “reveal a Clue that has no rational explanation”.]

[Fergus is Narrator next, Ric is Witness. Fergus chooses a Reprisals scene.] Sir Arthur wakes up in the hut. He still has no food, no hope, no ideas. He opens another of the books – unbelievably, it’s the same Journal from before. He opens another – the same. They’re all the same. [This is a re-use of an existing clue, so doesn’t count as the clue for the scene.] Setting out into the snow, he spots a couple of scavenger birds flying in the distance, periodically descending to the ground. Realising that there may be food where those birds are landing, he heads in that direction. When he arrives, he finds one of his sherpas. He has been brutally killed. He appears to have been hit with something – a massive impact – and his face is a mask of terror. Most disturbing of all, his entrails have been torn out and arranged in the pattern of the symbol Sir Arthur saw in the fire. [Again, this is clue re-use.] A trail in the snow reveals where his body was – presumably – dragged to this spot.

[Ric is Narrator, I’m Witness.] Sir Arthur is filled with horror at the sherpa’s fate, but pushes his fear down. He knows he will surely starve if he can’t find food. It is possible – just possible – that the other sherpas are at the end of that trail. So he has little choice: he follows the trail. At the end, he finds a cave in the ice. Inside, he finds a package of perfectly butchered meat, no bones within. [Fifth Clue. This triggers the end of part 1, which means all new Clues from now on must have no rational explanation.] Returning with haste to the hut, and desperately trying not to think about what might have butchered the meat, or what (or who… please say not who) the meat might have come from, he cooks the meat and eats it.

[Ric Narrator, I’m Witness. Another Reprisals scene, this time played with a card.] The next morning, he awakens to find that the hut has been ransacked torn apart. The desk, smashed to matchwood. His remaining equipment, gone. The books, torn to shreds. And over the fireplace, daubed in blood, the symbol from the fire. [Another clue re-use.]

[Me Narrator, Fergus Witness.] Emerging into the snow, Sir Arthur finds that there’s a trail heading away from the hut. Looking at it closely, the trail seems to be made up of countless clawed footprints. No living animal could have made these prints. But a thick fog cloaks the mountainside, and though he hears a terrible, cracking, bubbling noise from deep within the fog, he does not dare to pursue it. [Clue 6.]

[Fergus Narrator, Ric Witness. Once again, a card is played, this time “Change Location”.] Once the fog has cleared, Sir Arthur goes looking for his stuff and spots some of it, scattered down a sheer slope near the hut. Clambering down to retrieve his stuff, he discovers a deep, dark cave.

[Ric Narrator, I’m Witness.] Heading into the cave, Sir Arthur comes upon the monk he met at the beginning of our story. Enigmatic to the last, the waiting monk gestures him to follow deeper into the cave. Sir Arthur follows, and after a time emerges through a carved stone doorway into an underground room, where the saffron-robed boy awaits, this time wearing a golden mask. The boy removes his mask to reveal Sir Arthur’s own face staring back at him. [Clue 7.] Sir Arthur screams the scream of the unhinged.

[I’m Narrator, Ric is Witness.] Sir Arthur is numb with terror, but continues into the depths of the cave. He passes through another arch, carved with the same monsters he saw in the monastery. He finds himself at the top of a deep shaft, with winding stone steps carved into the side, descending deep into the earth. But it is what is carved into the walls that horrifies him: a written history of previous pilgrims to this mountain, horribly reminiscent of dreams that Sir Arthur has had long before his journey to the Himalayas. Or thought he had. Were they dreams? [Clue 8.]

[With the 8th Clue, part 2 ends. It could have ended earlier, if the Witness had decided to voluntarily initiate the Journey into Darkness, but he didn’t. Fergus is therefore Narrator for a Force Majeure scene, which proves rather simple.] Sir Arthur stands at the top of the winding steps, and knows he must go no further, his innate determination rising within himself. But then he feels a shove at his back, as the saffron-robed monk pushes him over the edge, and he falls, down into the darkness.

[We now begin the Journey into Darkness. Since I can’t remember each individual step of the Journey, I’ve written it as a single scene, though different parts were narrated by different people.] Sir Arthur comes to at the bottom of the shaft. He lights a torch, and looks around. To his horror, he sees that the carvings that had described his dreams continue even down here. But now they are describing the events of the last few days. [Clue re-use.] There is a further staircase leading down into greater darkness. Sir Arthur follows it, plunging further down into the earth. He is feeling a mix of terror and exaltation now. He feels that this is his destiny. He was born to fulfil this destiny, and the fools at the explorer’s club will regret laughing at him. He finds himself at an altar, where a copy of the Journale of A Worthington sits waiting for him. But now he can understand the coded text. He reads it – it is a ritual, which he begins, chanting wildly. There is a little bowl of flesh. He eats it. A portal opens, and he steps through.

[With the Journey over, we briefly conferred over who should do the Final Horror. As it happens, two of us had an idea, but Fergus said that his was perhaps a little too optimistic an outcome to the story, so I stepped forward to narrate the Final Horror, with Ric as Witness, for all the good it did him.] Sir Arthur emerged onto a cold mountain peak. Before him was a great cauldron of blood. The saffron-robed monk was there, and gestured to the cauldron. Knowing now that his destiny would be fulfilled, Sir Arthur drank from the cauldron, deeply. But now he felt strange. His limbs began to change. His voice was changing, his hands warping into tentacles. He tried to scream, but in place of his voice was a terrible, cracking, bubbling noise. The saffron robed monk places a golden chain about his neck, and leads him down to join the other monstrous creatures, his predecessors on the mountain.

[The Epilogue rotates the roles so that someone not involved in the Final Horror gets to be Narrator. That’s Fergus, so he narrates what becomes of the Final Horror, and Ric gets to narrate the fate of the Witness (in this case, his descendant.] In the Epilogue, Sir Arthur’s son grows up and becomes a geologist. He, too, decides to journey to the Himalayas. We ended with the monster that was Sir Arthur watching, wordlessly, as his son arrived to enact the ritual.

Roleplaying the silly way

I want to talk about a couple of games I played this year that deviated quite dramatically from the script of what I’d normally play. Both of them pretty silly games, in different ways. Both of them really enjoyable.

The first is Grunting: the Race for Fire, by Jennifer Spencer. The game is about playing cartoonish cavemen on a quest to get fire for their tribe. The game has some unfortunate aspects, notably some pretty sexist tropes in the background material (which our GM, Triskellian, mercilessly stripped out: quite right too). But I’m here to talk about what I enjoyed about it, so I won’t dwell on those.

Grunting requires the players (not the GM) to speak only using a limited list of caveman words, which are provided at the start of the game. The words are pretty elementary, stuff like “Bam” (stone) or Nurrr (dark). Even when speaking to the GM you must only use these words. (You are allowed to write notes to the GM in your normal language, but it’s more fun if you don’t.) This simple rule is the core of the game, and almost the entirety of what makes the game fun.

I don’t mind telling you, when I started playing the game I found it next to impossible to understand my fellow players. Everything they said involved a look up, furrowed brow, followed by the same again as I attempted to reply. The game could really have helped with this by providing an alphabetised list of words (alphabetised by caveman word and by english word). Instead they are organised by conceptual groups, which is no help at all when you’re trying to translate from cave speak. But after a while, I started to really get the hang of the vocabulary and the game began to flow.

The actual action in the game is pretty simple. Kill a sabre tooth tiger by throwing a rock. Steal fire from the other cave-folk by lighting a burning torch. That kind of thing. But it is surprisingly entertaining just sitting trying to explain your plan to the other players in cave-speak, or trying to understand them. Indeed, there is entertainment value in trying to come up with a plan that can be communicated in cave speak. Moreover, you can make up your own words, but of course you can only explain them to other players using existing words, which is itself fun and sometimes hilarious.

The other game I want to talk about was made up (not published) and run for me at a con by Cuthbertcross. It is called Burt-EE, and is basically Wall-EE the roleplaying game. Now I haven’t seen Wall-EE so you’ll have to bear with me if this sounds like an excessively elaborate explanation. You’re all playing service robots on board this massive cruise liner in space. There’s various kinds of service robot: the little welder-bots that whizz around on monorail tracks, the bulky storage-bots with a belly full of tools, the zippy little butler-bots that serve drinks, and so forth. They all have amusing names that reference their function like Burn-EE the welder bot.

Anyway. Before going further it’s probably important to mention that we played this game with an eight year-old, one of Cuthbertcross’s kids. I can actually hear some of you wincing at that. But the game went perfectly, and indeed was maybe even enhanced by her presence. There isn’t too much to say about this really but I thought it worth saying!

The action of the game was, again, very simple. Get given tasks to do, do the tasks. Slowly become aware of something awry with the ship. Decide what to do about this. The fun came from your typical childish pretend-play stuff: talk in a robot voice. Pretend to be someone whose whole role in life is to be a storage container, and imagine what their perspective on life might be. Come up with innovative uses for your single super-power (you can probably imagine what these were from the robot descriptions above). Make lots of puns ending in EE.

Bringing it all together, I have been surprised at how much enjoyment I can get from just silly, light-hearted play based on a simple (though unusual) concept and just basically messing around in character. I have always assumed I would find such play rather tedious, but in practice they were immensely enjoyable. Indeed, I only agreed to play Burt-EE to make up the numbers (sorry Cuthbertcross, if you’re reading this!) but found it was actually one of my favourite games of the con.

What’s my point? Roleplaying games throw all sorts of elaborate mechanics and high-concept stuff around, hoping to engage their jaded audience. But these light-hearted concepts encourage players to discard their usual inhibitions and throw themselves into make-believe. The simple pleasure of doing a silly voice and playing a silly character, the stuff that you enjoyed as a kid and maybe the germ of what got you into roleplaying in the first place: imagination.

Comedy Racism in Historical Games

There is a genre[*] of roleplaying game that covers a mix of historical games that are trying to be faithful (in a strictly non-academic way[**]) to “real life” and pulp games set in historic-ish settings, more like Pirates of the Caribbean than the actual pirates of the Caribbean, if you see what I mean. This genre is pretty popular, at least amongst the internet forums I occasionally frequent. It also commonly includes elements of racism.

Woah there Rabalias! Where did that come from? Ok, let me say up front: I am not saying these games are racist, I’m not saying the people who play and enjoy them are racist. I’m talking about fictional racism.

Games set in World War 2 that include casual jingoism towards the “Jerries”. Games set in the old West where black slaves are commonplace. All manner of historical racism, sometimes brutal but usually casual and even humorous. These are fun settings for games, that many people enjoy. And of course, many roleplayers would not feel right about playing games in such settings without including the racism from the period. So we see players having their characters act racist for “realism”‘s sake. Usually this is done with a knowing smile – I’m not racist, the smile says, and this is all just good fun, why don’t you say something racist back and we can all laugh about it?

What I have discovered is: I am not at all comfortable with this. It is just a story, but I don’t want to be in a story where my character is a racist. I don’t want to play in a group where racism is common, even if it is strictly in-fiction, and even, perhaps especially, where it is done with tongue in cheek and a knowing smile. It makes me feel uncomfortable, and it inhibits me from fully taking part in the game. I can’t shake the feeling that by portraying heroic characters, or even just sympathetic characters, who are not merely just incidentally and occasionally racist, but frequently and casually racist, towards real historical victims of racism, I am on some level endorsing or taking part in that racism.

Unfortunately for me, games don’t typically advertise if they will be including such themes. I am lucky in that the people I roleplay with day-to-day don’t seem to be into playing comedy racists, but I can’t be sure when attending a convention or playing online that I won’t come across this. Sadly, I think I may have to avoid games from “historical” settings with notorious racist attitudes, unless I feel confident the group will tread very lightly indeed over those issues.

[*] Possibly too strong a word, but read it broadly.

[**] In my experience, such games are far more likely to be based on fictional accounts of history than actual historical knowledge. The result is that the social attitudes reflect those seen in movies and books. How racist were people historically? They may or may not have been as racist as the characters in “historical” games.

40 Days of Role-Playing

 

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They say it takes 40 days to form a new habit.  *They* also say 21 days, 1000 days and a lot inbetween.  But 40 Days sounds like long enough to be challenging, but short enough to be manageable.

Inspired by the 40 Days of Dating project I got to wondering what I would like to do for 40 days solid (and be public about doing it).  Well obviously the answer is role playing and I got to thinking how I would also like to spend 40 days creating and role-playing in a shared world. So along with with Admiral Rabalias and Black Rat I will be committing to a tweets worth of role-playing related content every day for 40 days from 7th September 2013.  We will be running the project over on G+ in a specially created community here.

We have drawn inspiration from games like Microscope and Archipelago II for a shared world creation system but also left ideas for character creation and scenes fluid to allow us to experiment with the format.  I have no doubt we will be using the opportunity to micro play test bits of system we have been toying with for a while. I can’t say a great deal more as we haven’t formally started yet but there are already a few posts up discussing rules and admin.

The one thing I can say is that we have chosen a genre of Star-Spanning Cyberpunk.

Please drop by, have a look at the project and read the post on public participation here.

A tweet might not seem very much and I am hoping I’ll write a lot more than that but at the moment my days are erratic, sometimes I have lots of time and sometime my laptop gets soaked in baby vomit and I have to let it dry out.

The Hoard

We moved into our new house last week.

Here is a nice picture of the hall the day we moved in. Pretty messy, but you can see we’ve got some nice wooden cabinets built into the wall.

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…I wonder what we could put in those.

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Mmmmm, board games.

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Mmmmm, roleplaying games.

I found another couple of boxes of games after these pictures were taken. It’s safe to say that we’ve run out of game space in these cabinets now. I’m not sure what we’re going to do when we inevitably buy more.

We have a whole shelf of D&D (spanning several editions), which we rarely touch now. But those are memorabilia. They must be preserved. Same goes for the White Wolf books.

I guess we’re just going to have to get another cabinet.

Ideas for 2013

Where was I? Oh, yes. Finished reviewing 2012. Time to talk about 2013.

I’m nearing the end of the Disaster Strikes! playtest, so first priority will be to get the game finished and decide how to publish it. Kickstarter, maybe? Watch this space.

But DS! isn’t the only idea I’m working on. Oh, no indeed. Here are some of the frontrunners.

Revolution! Extending the concept of my RPG Geek contest entry, Farmtopia, this will be a game about overthrowing a regime and living with the consequences afterwards. Like Farmtopia, the game mechanics will focus on power and status, the consequences of revolution, and a freeform, democratic sort of conflict resolution. But considerably fleshed out, and taken beyond the “Animal Farm” scenario. (Even though that will always be my favourite.)

The Shadow Game (working title). This is a game about having a dark side, and fighting against it. The basic deal is that two players “run” a single character, while a GM-type figure controls the rest of the world. The GM throws challenges and quandaries at the character. The “main” player must deal with them while the “shadow” player pushes the character towards dark deeds, offering power as the carrot, and loss of control as the stick.

The WTF? game (working title; working on with Admiral Frax). This is a game about going through the looking glass. Think Neverwhere, Utopia, and suchlike. This is a genre that has been done before, but we want to fix two things about it: the tendency to disempower the players as they find themselves lost in a world they don’t understand, outgunned by the all-powerful NPCs; and the reliance on massive GM prep to create a world that the players can plumb. We have ideas for radical new game mechanics which will turn all of this on its head, without losing the fundamental “what the f*ck” element of mystery and discovery.

The traitor game (working title). This is a game designed to allow you to play a tight-knit community but where some of the people in it are secretly traitors, without all the tedious stuff that normally goes along with treachery. Basically I want to create a situation where nobody (including the players themselves) knows which characters are traitors but the game mechanics incentivise people to skulduggery of a sort that might be explained by them being a traitor. There’s a kind of schrodinger’s traitor effect where you might or might not actually be a traitor. However (important!) some people don’t like being a traitor and there will be mechanics to allow them to avoid this and still participate in the game.

A Game of Popes. “When you play the game of popes, you win or you die”. Silly game concept based on watching the Borgias at the same time that Francis I was being elected. Game will revolve around screwing the other proto-popes over through skulduggery.

Not sure where I’ll find time to write all this while moving house and having a baby.

2012 in review

As I’ve mentioned previously, 2012 was my first year of doing New Year resolutions. I had some moderately challenging resolutions to complete, and I did pretty well with them if I do say so myself.

1. Play at least ten games (roleplaying or board) that I have never played before. EXCEEDED!

In 2013 I played six new board games:
– A Game of Thrones board game
– Cosmic Encounter board game
– Qwirkle
– Dominion
– Mansions of Madness
– Chaos in the Old World

…and fifteen new roleplaying games:
– Apocalypse World (at the mid-year point I’d only done intro sessions; I’m now two sessions into a campaign)
– Archipelago II
– The Extraordinary adventures of Baron Munchausen
– Lady Blackbird
– Microscope
– Trollbabe
– Leverage
– 1001 Nights
– Don’t Rest Your Head
– Hot War
– Age of Arthur
– Wordplay
– Trail of Cthulhu
– Monsterhearts
– Dungeon World

2012 pretty much heralded my full induction into the world of indie games, after a tentative start in 2011. But trad is neither gone forgotten; I’m still running my Dark Heresy campaign and playing in a WFRP campaign (albeit spliced with Apocalypse World).

2. play a full roleplaying session, not just a one to one, entirely over Skype (or G Chat). ACHIEVED!

Done! I ran Disaster Strikes! for Indie+, but sadly ended up with only one player (sob!) so this didn’t count in the end, despite being a fairly successful session (and a first for one-on-one DS!). But I’ve since started an online Apocalypse World campaign with three friends, using G Chat. This has worked very well indeed and fills me with hope for not losing touch with roleplaying friends when I move to the countryside in May.

3. Read at least ten sci-fi and/or fantasy authors I’ve not read before, including at least five women. ACHIEVED/EXCEEDED!

In 2012 I read the following sci-fi/fantasy books by authors I’d never read before:
– Spin State by Chris Moriarty (technically I started this in 2011)
– Fahrenheit 451 by Ray Bradbury
– The Sparrow by Mary Doria Russell
– This Alien Shore by CS Friedman
– The True Game by Sheri S Tepper
– Faith and Fire by James Swallow
– The Windup Girl by Paolo Bacigalupi
– Green by Jay Lake
– A Canticle for Liebowitz by Walter M Miller Jr
– Phoenix and Ashes by Mercedes Lackey.
– Legend by David Gemmell (seriously can’t believe I’ve never read him before – though frankly I was not that impressed with this one)
– Stories of your life and others by Ted Chiang
– Subterfuge, edited by Ian Whates (lots of authors here, but doesn’t quite count ’cause it’s short stories. Whatever, I’m putting it on the list.)
– The Solaris Book of New Science Fiction III, edited by George Mann (same comment applies)

I’m pretty pleased with this. But for 2013 I’d like to increase my overall rate of reading; I did read some other books besides the above but my total books read for the year is fairly pitiful. I need to find more time for reading at weekends and in evenings (I do most of my reading on my commute).

4. Write a complete roleplaying system. EXCEEDED!

At the mid-year point I was partway through designing Quick Draw. I have now adapted that system for use with Disaster Strikes! and bolted on a stats system, and rules for structuring the story. I released a full beta test version to playtesters on New Year’s Eve (phew!) and have already received my first playtest report, from a total stranger in Ohio. It’s pretty damn cool to think that people I never met halfway across the planet have enjoyed playing my game, and the feedback has been very useful too. So thankyou Jay, if you’re reading this.

In addition, I entered the 24-hour roleplaying game design contest on RPG Geek with Farmtopia, my story game based on George Orwell’s Animal Farm. Next year I hope to develop this further into a game about revolutions more generally (with Farmtopia as a module). I’ve got heaps of other ideas, too. I’m hoping 2013 can be the year of designing stuff.

5. Complete my murder mystery for Undying King games. FAILED! I’m wondering whether it’s time to admit defeat on this. I just don’t seem to be making time for it. Every time I have a good long stretch of time I’ve ended up focusing on something else. I’m not quite ready to call it dead yet, though.

Other significant stuff from a gaming point of view:
– I went to my first proper roleplaying convention (Furnace in Sheffield)
– I went to London Indie Meet for the first time (but hopefully not the last)
– I (we) launched Black Armada and got it firmly established
– I created House of Ill Repute, a political playset for Fiasco

It’s been a busy year!