Author Archives: Jade

Missing You: When the GM Can’t Be There

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Players aren’t the only ones who miss the occasional game session. Every once in a while the GM gets called into work at the last moment, or his wife (or the GM herself!) goes into labor early… there are numerous reasons why a GM might have to miss a particular session.

cat-missing-youSo with a missing GM, you’re going to have to cancel the game for tonight, right?

Not necessarily. Here’s a list of ideas for your group to try the next time your GM gets hit over the head with Real Life™:

  • Run a “pick up” game. Designate someone else as GM for the night and choose another game system for a one-shot. You’ll want something with very quick character creation so you can actually get in some play time. Tales from the Floating Vagabond is a good game system for this.
  • Have an alternate campaign. The GM for a D&D game I’m currently playing in has had more than his share of Real Life™ recently. Consequently, one of the other players has started up a dungeon crawl game we play when our regular game can’t meet. In some games, you can actually set up a situation where PCs can come and go, depending on who’s available to play any particular time. Everway can be good for this, as can any town or city adventure.
  • Play a board game. Or computer game. Or whatever.
  • Have a brain-storming session. Get as many of the PCs as available and sit down to discuss your current in-game situation and make plans for the future. My players tend to do this spontaneously… when we’re out to dinner, before/after a movie, at non-gaming parties…. They’ll do it even if I’m standing right there!.
  • Have a movie night.
  • Run a “It coulda happened…” session. My players did this once when I was called into work unexpectedly. They chose someone to be the GM and, based on what they knew of the game already, ran a session of  my game without me. Everybody knew that the events of this session wouldn’t “count” — i.e. nothing that happened during this game session really occurred in game. The players loved it and I was insanely jealous that I didn’t get to play that session. :(
  • Have a back-up GM. I took this page out of Ars Magica and its “troupe-style” play. That is, the every player is both GM and PC, with the GMing duties rotating around the group. Each person is responsible for their own section of the world or game. For example, each person is in charge of a different country and takes over as GM when the group enters “their” country. This option is one you really can’t do “spur of the moment” — the game has to be set up this way from the beginning. If the regularly scheduled GM can’t make it, another GM takes over for that session.
  • Run a “day in the life of” session. Pick some very minor characters from the game, such as Bernie the Shopkeeper and his wife Ethyl, their two kids, a couple of their cousins, etc. Or the members of a local sports team, a group of masons, the employees of a business… you get the picture. Run a session that showcases their daily lives.

What does your group do when the GM can’t show? What new roleplaying twists have you experimented with and how did they turn out?

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From the Basement: Everyway

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I’m starting a new feature here in this blog. In “From the Basement” posts, I’m going to dig up an older game and review it. Today’s game is Everway.

Everway game box imageI have to admit, when it came out, I paid little attention to Everway. Everything I read and heard about it seemed to indicate it was a game slanted at new gamers and with 15 years of game experience under my belt at the time, why would I need a beginner’s game? Plus, with it’s box and cards it seemed … well … kitschy.  But when our local game store marked their copies down to $3 apiece, I bought a set … just for the collection, of course.

I don’t remember what prompted our group to try the game, but somehow I ended up volunteering to run a short-term campaign. That was when I fell in love with the game.  Everway is great system for groups who want story and character-focused games without a lot of pesky mechanics to get in the way.

Character Creation

Character creation begins with what the game calls “The Vision Stage” — where you come up with a character idea. Before you ever start filling in numbers, you decide who your character is. The game comes with several “vision cards” — fantasy art cards. You chose five of these that appeal to you and write your character around them. Then comes the “questions stage” where you present your five cards and basic character concept to the other players, who then ask you questions about him and the cards you’ve chosen to represent him.

Once you’ve got a basic concept of your character, you move on to the “identity stage”. At this point, you choose a name for your character and decide on a motive — the character’s reason for adventuring. After that, you chose three cards from the Fortune Deck — a deck of cards with a similar feel to tarot or other divination decks — describing your character’s virtue (a special talent, gift, or beneficial trait), fault (a weakness of flaw), and fate (an inner conflict your character has that will shape his destiny).

Only now in the creation process do you start figure numbers for your character.  Each character has four stats corresponding the four classical elements: earth, air, fire, water. Earth covers health, strength, endurance — a character’s physical traits. Air covers intelligence, wisdom, communication — a character’s mental abilities. Fire covers action, combat skills, speed. Water covers feeling, intuition, empathy. Stats are done with a simple point-buy system and each character gets one free special ability and you can spend more points to gain further powers, like the ability to use magic. The numbers stage of character creation tends to go very quickly, since players have already developed their character concept before even reaching this stage of creation.

I found this method of character creation very enjoyable. Frequently I tend to play the same type of character over and over no matter the game system or genre. But this method caused me to come up with a character I loved that was very different from my norm.

Mechanics

To say Everway is rules-light would be an understatement. The basic game mechanics are simple — you tell the GM what you want to do and the GM tells you what happens as a result. It’s a completely diceless system, in the tradition of Amber Diceless. If a GM is uncertain what the outcome of a character’s action should be, she can draw a card from the Fortune Deck and use it’s image or meaning (the game comes with a booklet describing the meaning of each of the Fortune Cards) to inspire her. The character’s stats are used as a rough guide to ability — if a character has a high Fire score, they’re much more likely to win a combat against a character with a low one, for example.

Overall Impressions

I enjoy this game very much. I found the visual input from both the vision cards and and the Fortune Deck helped me immensely when describing both setting and PC actions and outcomes. But it is very GM-dependent and requires a GM who’s comfortable running “off-the-cuff”. The players, too, need be flexible and willing to place the coutcome of their actions solely in the hands of the GM.

If you prefer a more structured gaming style, Everway is definitely not for you. Gamers who like “crunchy” systems will likely find this game a exercise in frustration and the lack of randomized outcome generation does eliminate luck as a factor. Generally, you’re not going to have the incredible successes and wild botches tha gaming stories are made of.

I’ve run Everway games for beginning as well as experienced players and it does make a good introduction to roleplaying game concepts. I wouldn’t recommend it for beginning GMs, however. Still, if you’re looking for a change in fantasy game, Everway could be just what you’re looking for.

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More Game Quotes

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Here are more quotes from actual game sessions:

General and Out of Character

“This is better than being several hundred people at once.”

“Do you have something to offer up to me as a ‘Get Self Stuck in Appliance’ skill?”

“Give me a resisted Style roll.”

“It’s been changed from commercial to ‘plot device’ zoning.”

“I think that grabbing someone from horseback is an outmoded courtship technique.”

Amber Diceless Roleplaying

“We could have completely botched the job.”
“That would not be completely suprising…”
–Alysis, daughter of Julian
–Allira, daughter of Florimel

“[Brand] wanted the throne, but being a deranged psychopath, his brothers had some issues with that.”
–Alysis, daughter of Julian

“Is there any reason why we shouldn’t bring Master Hardwin along?”
“Yes. [pause] Oh! You mean a good reason.”
–Aurelius Antoniusson, descendant of Corwin
–Lord Sirian of the Ways of Mirrus

Ars Magica

“Why are we taking the boat?”
“Because you are too slow and do not have enough feet.”
–Anya, follower of Jerbiton
–Ruyrick, follower of Bjornaer

“Is not my fault if other people do not have survival skills.”
“That is why we have civilization.”
–Ruyrick, follower of Bjornaer
–Anya, follower of Jerbiton

Call of Cthulhu

If this isn’t the CoC in a nutshell, I don’t know what is
“You are messing with forces you don’t want to understand!”
–John Stubble

Keeper: How would you like to go horribly insane and then have your head torn off by many-tentacled beings from beyond?
Potential Player: Well okay, if everyone else is…

Castle Falkenstein

“I’d hate to be shot by someone I haven’t been properly introduced to.”
–Mr. Espee

“You know, we could have framed anyone with this information.”
–Mr. Espee

“How do you spell ‘nn-tha-a-guuunnn?”
–Miss Margaret Evans

Dungeons & Dragons

And it did, too...
DM
: The room is filled with the usual magical accoutraments: beakers, spell components, parts of spell components in jars, a coal-filled brassiere…
Several players: You mean brazier!?!!!
DM[pointing]: No, it says right here in the module: ‘brassiere’.

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What’s Good About 4th ed. Contest Results

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First off, let me apologize for not posting the winner when I said I would. I have a chronic rheumatoid condition that flared really badly, finally ending in a trip to the urgent care clinic last night and a cortizone shot. Things are better but my brain is still a little foggy. I’m hoping to resume normal posting schedule on Monday.

Next, thanks to everyone who took the time to respond to my post. I really appreciated all of your input and was really happy to see the discussion didn’t degenerate into an edition war. You’ve all given me a lot of good information to think about.

Finally, what you’ve all been waiting for — the results of the contest. After removing the names of those who asked to not be entered, I had slightly under twenty entrants. So, I chose randomly the way any self-respecting GM would — I rolled a d20. The winner is … Paul. I’m still waiting for RPG Shop to get the dice to me and then I’ll mail them out to you.

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What Do You Like Best and Least About Being a GM/DM?

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Last week, I asked for your opinions on what you liked best about being a GM and what you liked least. A couple of you responded and here are your answers:

The Best Things:

  • From Sean Holland: “… there is nothing better than seeing the world come alive through the players’ eyes and actions. It makes all the work worthwhile.”
  • From ATerribleIdea: “Seeing a player gnaw their fingernail until it bleeds in a tense scene.”

The Worst Things:

  • From Sean Holland: “… having your inspiration vanish is miserable.”
  • From ATerribleIdea: “Defusing actual hostility.”

Thanks guys for your input!

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What’s Good About 4th Edition?

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As I’ve mentioned before, I’m not a big fan of 4th ed Dungeons and Dragons.

But there are many, many of you out there who are. So here’s your chance: leave me a comment about why I should try 4th ed. What do you like about it? What incites you passion for it? Is it the party roles, the new races available as “core races”? Let me know. What in your mind makes this game so good. Try to convince me.

Leave me a comment about all that’s good with 4th ed. As an extra incentive, I’ll make it a contest. I’ll throw the names of everyone who leaves a comment in support of 4th ed, into a hat and choose one name at random. The winner will receive a set of 10 piece Hybrid Tanslucent Red Dice from RPGShop.com. The deadline for this contest is Sunday, 23 August 2009. I’lll draw the name of the winner on Monday, 24 August 2009.

Popularity: unranked [?]

“How Close Can You Get to Amber On a Harley?” and Other Game Quotes

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Several years ago, I ran an RPG website (Jade’s Roleplaying Pages) and one of the most heavily hit pages were those that list funny quotes that happened during game sessions.

red-quote-bubbleWell, I’m bringing that back. Eventually, there’ll be a website and quote pages back up. In the meantime, I’m going to start posting a few game quotes each week. These are actual quotes from real game sessions and I’m breaking them down by game system, ’cause some of them are only funny if you know the system referenced.

So here’s this weeks entries:

General and out of character:

“Roll some dice and dazzle me with your Dex.”

“You know — you’re smarter than most of the characters you play.”

“This is outside of my character’s area. I don’t see anything in this document that allows me to shoot someone.”
–Boyd (Group Leader Kiaarr)

Amber Diceless Roleplaying Game

“How close can you get to Amber on a Harley?”
- Lorien, daughter of Random

“While Dad’s incapacitated, I’m taking the throne. I know I’ll give it back.”
–Lorien, Daughter of Random, speaking to Bleys

“We’ve lost the war. Well, we didn’t lose it; we lost it. It was right here when we left!”
–Lorien, Daughter of Random

Sirian: Rocks stacked up is a pile.”
Alysis: Yes, but rocks stacked up this way is a castle.”
–Lord Sirian of the Ways of Mirrus
–Alysis, daughter of Julian

“There is no Chaos for Dummies.”
–Cheri, GM

Ars Magica

“I know faeries, not vampires. If you want to know twelve ways to annoy a water nixie, I’m your girl.”
–Pleunaria, follower of Merinita

“I think the imp is a bigger problem. The trees can be reasoned with.”
–Master Thibideaux, House Jerbiton

Dungeons and Dragons

Sharra: I don’t even want to know what they summon here.
Gixx: Demons
Sharra: I said I didn’t want to know!
- Sharra, Cleric of Pelor
- Gix, Monk

DM: Again the power of his god protects him!
Tapir: Stupid god powers
- Carey, DM
- Tapir, Ranger

DM: I assume that breakfast is to be Hero’s Feast from now on?
Sharra: The breakfast of campions!
- Carey, DM
- Sharra, Cleric of Pelor

GURPS

“How much is ‘Enemy: God’ worth?”
–Player to GM

Mage: the Ascension

Do ask the cat for authorization.”
–Jones, NWO

Vampire: the Masquerade

“My apartment is infested with Sabbat!”
–Stephan Thule, Clan Toreador

“He needs to get a personality transplant before he can do that [take over the world].”
–Alexis Dineson, Anarch

“I want to appreciate the artistic merits of a frickin’ shower!”
–Stephan Thule, Clan Toreador

“A weapon? You mean a gun? What am I going to do with a gun — shellac it!?”
–Stephan Thule, Clan Toreador

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Player Contributions, Take Two

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Player Contributions was one of my earliest posts to this blog. I’ve learned so much about blogging since then, I’ve decided to update it.

What are player contributions?

The Amber Diceless RPG introduced me to player contributions. The idea is simple:

You get added points for your character if you agree to do something helpful for the GM every game session.

The exact details are left up to the GM and player to work out. Amber Diceless suggests things such as character journals, campaign logs, character portraits, etc. as player contributions. In that system, you get more points to build your character if you commit to a contribution for every game session.

It works great in theory

I tried using character/player contributions as written in the Amber rules, but soon met a major snag — getting players to follow through. Usually, I’d get enthusiastic contributions for 3-4 game sessions, then nothing. I tried giving giving out “luck” penalties — i.e. the player’s character would have strokes of bad luck for that game session — to those who didn’t live up to their agreement, but that seemed too punitive. Especially since most “non-contributors” weren’t being lazy– they simply found they didn’t have time to keep up with the obligation. Real Life™ would inevitably intrude.

The Fix

Finally, I came up with an idea that worked.  Instead of giving extra character creation points at the outset, I would hand out a small amount of experience points each game session I received a contribution. That way, no one would have to feel guilty if their child got the flu the previous week, or if term papers were due, or such. Also, if a player who normally didn’t turn in anything got a sudden burst of inspiration, she could make a single contribution, without having to take on a long-term commitment she wouldn’t be able to keep up.

Types of player contributions

What kinds of things make good character contributions? That really varies from game to game. What would be the most helpful to you as a GM? Some types of contributions that work well in my game include:

  • Written, detailed character backgrounds
  • Completed character questionaires
  • Character journals — the events of the campaign seen through the PCs eyes.
  • Campaign notes — the events of the game objectively
  • Character portraits
  • Maps or “landscapes” of important regions of the campaign world
  • Creating game props
  • In-game newspapers or “scream sheets” (for you Cyberpunks out there ;) )
  • Keeping the inventory of party loot and making copies available to GM and all players

On the extreme end, I once had a player turn in the equivalent of a Master’s Thesis on Gehenna lore (for a classic World of Darkness game), complete with fictitious bibliography and properly-formatted footnotes. Basically, I’ll give points for anything that takes some of the GM’s workload off my shoulders

How do contributions help?

Character Backgrounds: Most of my games are very character-driven. Character backgrounds really do matter and will have an effect on the game world as a whole, so the more I know about PC, the more I can tie him into the game. To help a player develop his character’s background, I generally hand out a character questionnaire to each player at the beginning of a new campaign. Players can either fill that out or write something of their own design.

Character Portraits: Yes, I do accept written descriptions or references to book covers or movie characters as PC portraits. I don’t think this contribution should be limited to those who can draw.

Character Journals and Game Session Notes: Character journals and game session notes are definitely my favorite contributions to receive. I tend to run “off the cuff” –  frequently, my game notes for a particular session are a list of NPC names and possible locations. I make up most of the details during the game session and I find that if I stop to take notes, I lose the flow of the game. So having someone else in the group writing this stuff down for me is a huge help. That way, I don’t run into a problem of Bill But-You-Said-Last-Week-His-Name-Is-Fred, the baker. As far as character journals go, each player can specify if his journal exists in-game (where another character may be able to find and read it) or out of it (just between the player and the GM).

These are just some examples. Anything you and the player can agree on as being helpful to either you or the game as a whole can make great player contributions. Of course, I’m the final arbitrator about what constitutes an helpful contribution. But in all cases, I have one overarching rule — a character can only get experience for one contribution each game session.

How much to award?

Generally, you want to make the award small enough so the PCs don’t jump power levels faster than you can keep up with them. On the other hand, you want them to be large enough to provide a real incentive.

How small is small?

In for games with low experience point values, such as Amber, World of Darkness, In Nomine, etc. where the PCs might get an average of 1-3 points per session, I hand out one experience point per contribution per game session. I require all written contributions be at least one page long. On rare occasion, I might give out two for something that the player worked really hard at (see the academic dissertation above).

For D&D and other games that use experience points in the hundreds to thousands scale, I usually award 100 – 200 experience points, depending on how useful and detailed the contribution is. That amount works great for low levels (all the D&D games I’ve run for the last 20 years have been low-level). But one of my readers, trashcondor,  pointed out to me — at higher levels, it’s way too small an amount to be worth anything. Trashcondor suggested, instead, that I give out a bonus amount of 20% of each session’s experience points. I’m going to try this in my D&D games from now on.

Give player contributions a try. You may find — as I do — that they really help make GMing a game easier. If you’ve got specific examples of contributions used in any of your games, I’d love to hear about it in the comments. What did the player do and what kind of reward did you give them? Share your thoughts and ideas!

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Question: What’s the best and worst thing about being a GM?

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[Inkwell Ideas has posted a blog readers survey. Please take a few minutes to fill it out; it helps us blog authors know a little more about the kinds of things you like to see in RPG blogs.]

What are the best and worst things about being a GM?

For me, the best thing is watching my players take my game and run with it. Nothing gives me more enjoyment then watching a mini-game session spontaneously break out. Frequently at a party, during the break of a different game session, or even at restaurant, my players will slip into character and start making plans or holding a gab-fest. All it takes is for someone to say “Dude!” (the favorite phrase of one of the PCs) and they’re off and running.  That’s when I know my game’s come alive and the players really enjoying it.

The worst thing is when I run out of inspiration or I just can’t get my own head into the game. Some days and some games are like that — no matter how hard I try, I just can’t get interested in what I’m doing.  Those are the days and games that fall flat. If I’m not completely engaged in the game, I know my players won’t be, either.

How about you?

What do you love about being a GM and what do you hate about it? Leave a comment and I’ll address this topic again later this week with your answers.

Popularity: unranked [?]

Reader’s Choice: The Final List of Lesser-Known Roleplaying Games

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I know I’ve said it a couple of times already, but thanks to everyone who’s commented on this thread. I hope you’ve had as much fun exploring this topic as I have.

Today is reader’s choice day. I’ve put together a small list of recommendations from readers for games they thought should’ve been included but weren’t. So without further ado…

Siskoid suggested:

  • Arcanum: Set in the ancient world before Atlantis disappeared beneath the waves, Arcanum is the precuror to Talislanta. In contrast to D&D’s high fantasy, Arcanum featured civilizations based on real-world cultures.
  • Bullwinkle and Rocky Role-Playing Party Game: You remember Rocky and Bullwinkle, right? Now you too can play one of the characters from the TV show or even (depending on the version of the rules you use) an brand-new one in the world of Frostbite Falls.
  • Critter Commandos: Kinda like Toon for miniatures, from what I can tell. [Correct me if I'm wrong, Siskoid. This is a new one for me.] You play a character like those in Saturday morning cartoons.
  • Dream Park: Based on the novel by Larry Niven and Steven Barnes, in Dream Park you play a player playing an RPG PC. Yup, your character’s character is a PC in “subgame”, which can be from any RPG genre.  I know this sounds kinda silly (not to mention recursive), but I’ve found the game to be a lot of fun. I particularly like the fact that you can use the same character in different genres.
  • StuporPowers!: Tired of those boring, old, everyday powers like x-ray vision, telepathy, and super-strength? A parody of superhero games, StuporPowers allows you to play a character with more … ahem … “unique” powers. What kind of powers? Oh, powers such as “price check anything”, “dust bunny army”, and “b.o. force field”. My favorite is “mail yourself anywhere”.

Luis suggested:

  • Justifiers: A science-fiction game, you play a human-animal combination “critter” who’s job it to act as part of the strong-arm force for the corporation who made you. Your goal: buy your freedom. But to do that you’re going to need to survive.

Rebecca suggested:

  • Feng Shui: The Hong Kong cinema of rpgs, Feng Shui focuses on all the things you expect from Hong Kong cinema: martial arts, magic, guns, high-technology, and … oh yeah, martial arts.

Both Siskoid and Rebecca recommended:

  • Teenagers from Outer Space: A very rules-light system based on the more humorous anime such as Ranma 1/2 and Dragonball. The game setting is just want the name says — aliens from space become fascinated by Earth’s “teen culture” and decide to bring their children here. In this game you play either a normal human or an alien teen-ager trying to fit into Earth culture.

Finally, some further recommendations from me:

  • Rêve: the Dream Ouroboros: Since Rifts really wasn’t that less-known, this is my replacement suggestion for “R”. Based on the French game Rêve de Dragon, the game is set in a fantasy world dreamed into reality by dragons.
  • S.L.U.G: Simple, Laid-Back Universal Game: Even if you never play this game, read the rules to your group sometime during a break in your game session. Seriously. In fact, you can read them right now. Go ahead. I’ll wait.  SLUG is a free rules system you can get on-line through the link above. The creators claim you can get the entire set of rules on one side of a sheet of paper, but I’ve never gotten it below two sheets and still had the type large enough to read.

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