UbiquitousRat's Roleplaying Dreams

UbiquitousRat's Roleplaying Dreams

Sunday, 19 January 2014

Two Characterful Decks

This one's about two decks of cards that I have been using to help me generate ideas for interesting characters. Primarily, as GM, I've been using them to inspire GMCs (GameMaster Characters), but you could easily use them to inspire Player Characters too.

Story Forge Cards

I'd not heard of these until recently but, having received a deck a couple of weeks ago, I've been using them to generate major and minor GMC backstories.

Story Forge Cards are a deck of 88 cards, organised into five suits, which represent "dramatic elements" from which stories can be built. Designed originally as a tool for writers, these also come with encouragement for roleplayers to use them to build characters.
You use them by laying cards into Tarot-like "spreads", designed to generate ideas within a story-structure. There are spreads for classical story structures (mostly useful for writers), and also spreads for character generation: an extensive character backstory spread, and a useful "quick pick" spread for lesser characters.

I've been working on a Major GMC Nemesis for my Tikhon fantasy campaign and, using the cards to generate a backstory, came away with a far more interesting character than I anticipated. The cards also suggested an accomplice minor GMC and so, using the "character quick pick" spread, I also conceived a rather nifty "Lieutenant" for the bad guy.

Very quick and easy... maybe 30 mins for both. Also relatively inexpensive for any GM to add to their arsenal of tools. Recommended!

Archetype Cards

Although I consider the writings of Caroline Myss to be somewhat questionable and "hokie", she has published a rather natty deck of Archetype Cards.

The deck contains 80 large and very attractive cards, each depicting a key Jungian archetype. The cards are cool, however, because they contain notes on both the "Light" and "Shadow" aspects of each archetype - in short, how each can have a positive and a negative aspect within our persona.

Designed for self-examination, the cards come with a useful booklet of notes on the archetypes - useful if you're new to Jungian ideas - but I've been experimenting with using them to generate ideas for characters.

As a GM, I can draw (say) three cards and then choose one to inspire a minor GMC. I could combine two or three cards to make a more complex major GMC.

As a player, you might draw a bunch of cards (six might work best) and select 2-4 to build the elements of your character. Because the cards represent Archetypes, you can be sure that your hero will combine both positive and negative aspects of the various classical heroic... erm, archetypes. That makes for cool story-telling that taps into the "collective unconscious" sitting around your gaming table.

Developing Ideas

All in all, these two decks are fast becoming useful tools to inspire and deepen the generation of GMC ideas for my game. They are quick and easy to use, don't require me to reference clunky "idea tables", and tap into my latent but active imagination.

In time, with some practice, I'll try to develop some ideas for using them in a more structured manner... but, to be honest, I don't think there's much more to add other than to shuffle the deck, draw some cards, and see what sparks in your creative firepit.

Hope that's of use to someone.
Game on!

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Sunday, 12 January 2014

Tikhon HERO

The last week or so has been spent converting our existing fantasy campaign from the homebrew UbiquitousRPG to HERO System 6th Edition. Why on Earth have we been doing that? 

Three reasons:
  1. I wanted to try out the HERO System (as I own it and all the main supplements).
  2. There were major bugs in the UbiRPG system.
  3. I wanted to spend less time writing rules, more time writing setting and adventures.
This post, however, is less about WHAT we're up to and more about HOW the fan forum has made this a far less painful experience than I expected.

An innocent question...

It started with a vague itch to stop writing rules, and to focus on setting/adventures. The next step was posting a question on the HERO Games Forums:
"Why run HERO 6th?"
My question: Why should we run Hero 6th? What does Hero give me that makes the benefits outweigh the effort?
Secondary question: If you persuade me, what can I do to make GMing easy?  
That was what started it. I didn't expect quite the awesome responses I got. Wow!

Super-helpful Community

Without a doubt, and with only one real exception, the folk over on the forums have been super-helpful and very enthusiastic. Yes, if you read the thread, there have been a couple of wobbly moments where passionate players (and one Troll) have highjacked the thread... but the moderation has been good. The advice has been very practical and encouraging.

HERO Games have a fabulous (if small) community of gamers who are passionate about their game. And with good reason, I feel very much welcome and supported. This is a credit to the company and to the game.

My worries were genuine, my preconceptions real, and my weariness with learning games tangible. Yet, as of today, I have converted all five existing characters to HERO... and was cackling with glee designing creatures this morning.

Complex? Less than apparent...

HERO 6e is a detailed system. But the core is very simple: 3d6, roll low, for tests; d6 damage dice, roll high.

Complexity is all front-loaded into character creation. Real bummer for new players, much easier when you play. Several GMs commented that you're best off demo'ing HERO with pre-gen characters, and I'd agree. Thankfully, we already have characters to port over.

How was the conversion process? Well... easier than expected. 

Yes, I had to learn and get to grips with some concepts that are different to D&D-style thinking. A good example is the fact that everything is entirely relative in HERO. Thus, a Combat Value of 3 is probably a bit poor... unless your opponent's Combat Value is lower, in which case it's cool. Whereas in most systems the standards are clearly defined, in HERO you have to set the standards for yourself.

Build Your Own?

HERO requires you to build your own... well, everything. Or, at least, that's the theory. That was what I was afraid of. I imagined hours of designing every little detail and essentially doing what I'd had to do for my own system - write every item, every spell, every creature. And, frankly, you could do that.

Or you could do what I did and ask the community.

Using Hero Designer (the very affordable character management software) and some supplements, I got the ball rolling in a few minutes. Over the course of a couple of days, posting iterations of characters to the forum, I got VERY useful feedback from a group of helpful HERO fans. By the end of the weekend, I felt confident that I was "getting" how things work.

This morning, as I sat down to stat some Mountain Goblins, I found that I have come a very long way indeed... as it took less time than it had using OSR resources.

Conclusions?

Ok, so I have yet to run the game with my group. That's Friday. I am, however, confident that a "learning session" (where we run a couple of fights and try out the rules) will be fine.

I'm mightily encouraged. I'm a lot less stressed. I'm feeling excited.

There are not many games where, a week of prep later, I am left feeling excited. Actually... this might be a first. Honestly.

HERO asks me to come up with what I want in descriptive terms and then lets me build it for my setting. Oh, you want an invocation that calls down a thunderous bang and hurts everyone in an 8 metre radius? No problem - I built that and called it, "Thunder of Helles"... it's one of Umbar's (the Priest) miracles.

Look... just because I am parking my own system doesn't mean I'm giving up. It's just that, to be honest, I just fancy playing a game for a while. HERO lets me do things my way, in my style... it doesn't say, "No." 

Hopefully the guys will enjoy things too. Fingers crossed for Friday.
Game on!

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Sunday, 24 November 2013

How To Stop Santa Killing Your Campaign

Every year, my group faces the same problem:
Santa kills our campaign.

This year I am determined, as GM, to work damn hard to keep our campaign on life-support, even if I know I can't compete with family visits, the demands of wives, the needs of children, and the fact that everyone buggers off for December.

Life happens, dude. Get over it. Deal.

Harnassing Technology

I'm using two tools to keep my game alive: our existing OOC chat forum, and Realm Works.

The plan is simple: keep the players engaged, keep yourself engaged (as GM), and thus keep the game played. 
We all have online access, even when away, via SmartPhones and the Interweb. Let's use it!

OOC Chat Forum

I've set up two threads for the players to access:
  1. An IC (in-character) thread, focused on the scene immediately after the last in-play game scene.
  2. An OOC thread, focused on setting the players some challenges and asking questions.
The IC thread is aimed at keeping the characters on life-support. The biggest killer of campaigns is the inevitable loss of identity with the heroes over an extended period of dead-time. By holding an online IC chat, I hope to help the players stay in-role and enjoy some roleplaying time.

The OOC thread is aimed at two things which really add up to one thing: helping keep me engaged as GM. I'm asking the players questions. I'm setting challenges (with XP rewards) which are about adding details to the setting.

Taken together, the idea is that we keep talking about the game. Along the way, I get some assists on my prep, while the players get another hit of that wonderful drug, "Setting Investment". The more I ask the players what they want from the game, the more I use their ideas, then the more chance there is of keeping the campaign alive. It's like adding an IV drip to the patient who needs life-support: without it, they'll probably die.

Realm Works

My other tool for keeping the flame alive is using Realm Works to document (properly) the setting and events so far. This is about keeping me engaged plus making sure nothing gets lost and forgotten.

Realm Works is an excellent tool for campaign management. By New Year it'll probably be available to everyone. As a Backer, I got to play with it months ago. Now I need to really get down to harnessing its powers.

The problem? I've been using it badly. My realm is a mess.
The solution? Well, actually, I feel it's time to re-do my realm using the best-practice advice.

That's not a ball-ache, though, because (aside from the software being very easy to use) it allows me the opportunity to also tie in another project that needs doing - namely, writing the Tikhon setting background book. 

So, while I tinker away and re-build the setting database in Realm Works, I have an excellent opportunity to write up the stuff long-hand too. What better way to keep me engaged with the setting, while adding depth and detail, over Christmas?

Game on!

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Sunday, 17 November 2013

Fate Accelerated... For Girls

Here's the situation: the boys at the school club have been setting up and playing a fantasy-genre game using the Imagine RPG. Over the past few weeks, as a player, I've been taking part in the entertaining efforts of our newbie GM. As a reward, he has attracted a total of three new players to his campaign, taking the table total (including me) to seven.

At the same time, I've noticed at least three girls at the school (all of whom I teach) who are deeply into storytelling and who are very creative. Unwilling to try mixing up with the boys group, I am wondering if the girls might enjoy things more if we pull together an all-girl newbie group alongside the regulars.

Enter the conundrum: how do you set up a cool roleplaying experience for three (perhaps more) 11-13 year old teenage girls?

Enter Fate Accelerated... For Girls.

Fate Accelerated...

Fate is a very flexible storytelling game which has had a big make-over via Kickstarter. It's a fast-paced, adaptable, and easy-to-learn system for modelling... well, anything dramatic.

Fate Accelerated is Fate Core minus around 250 pages. It's super-lite, quick to grab and play, and designed for newcomers. What really appeals more, however, is that it's capable of handling pretty much any idea that's thrown at it... and it can do so while beginners do their learning piecemeal.

Fate can handle characters created in a few minutes using just two short phrases and six values. Come up with a High Concept and a Trouble for your hero: what are they all about and why do they end up in hot water? Order your six Approaches (how you do stuff) from Good down to Mediocre. You're set.

As you play, you are invited to add in two more Aspects (those short phrases that define your hero) and choose a Stunt (something cool that gives you a bonus). These can arise naturally from the story you're telling, so players get to choose them as they feel they've discovered something new about their character.

Fate is intuitive, simple, and allows details to emerge from play. 

...For Girls

The issue for me is that I'm trying to game with three (or more) newbie girls. Never one to wish to sound prejudiced about gender, I'm going to admit one thing: it's slightly daunting to know what to offer.

Chatting on G+ yesterday was interesting: male players make similar assumptions about girls. These include the belief that girls will downplay violence, want to be more collaborative, and seek to play feisty Princesses. Hmm.

All I know for sure is that these girls already enjoy adventure stories. They are readers of fiction. What I am hoping is that the love for stories will translate into a love for storytelling.

To be honest, I think that the best approach will be to go with a blank sheet of paper and ask them what kind of stories they enjoy. From there, through a discussion, we should be able to begin to create some characters and a setting. It'll be down to me as GM to improvise the rest.

Bailing On The Boys?

Well, not exactly. Certainly, if this project gets any traction, I'll be dipping out of the boys' campaign. But I'll be sitting around 2 metres away in the same room, gaming with another group. That makes me accessible for their inevitable queries and interruptions.

In truth, what I've been seeking to do is take a group of players into the hobby and make them independent. Right now, with their own budding GM, the lads are starting to fly. One session without me certainly won't hurt. If the ladies like playing, which I hope they will, it's no big deal to have me drop aside longer term.

To be honest, I think the boys will actually enjoy the freedom to play.
Game on!

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Sunday, 3 November 2013

Of Icke's World and Traveller-U

Icke's forthcoming book... a sourcebook?
Earlier this week I was in a really bad place with the hobby. It's amazing what a difference a few days, lots of effort, and a really successful playtest session can make to my mood.

Today, as I ponder what I want to focus on, I realise that there are two distractions in the way of my return to writing for the Tikhon fantasy game ready for Friday's game: Icke's World and Traveller-U.

Icke's World

Icke's World is a concept that I have for that conspiracy-horror-weirdshit setting I keep mentioning.

David Icke is one of my favourite "conspiracy theorists", to use the commonly bandied around phrase. As far as I am concerned he's either completely right or a very mistaken, if sincere, fool.

The premise of Icke's World is simple: what if David Icke is right? That makes for a fabulous conspiracy game. It also allows you to explore his writings as source material, testing out the practical upshot of his claims. For me, at least, that sounds like a lot of fun.

Think about this: Icke claims that the real world is an illusion (think: The Matrix) and that we have all, in fact, forgotten who we really are. We are Consciousness taking a trip through one viewpoint in our mind-body constructs. There is a conspiracy of power to delude us into believing that "we", as individuals, exist in a limited time-space holographic world.

Imagine the characters: you can take an Average-Joe type hero and allow them to have a series of Realisations. Each of those Realisations opens up new abilities to first "see through the illusion" and then, later, to learn to do cool things with "reality". Sort of Psi-powers mixed with Hindu-mysticism.

As for the stories, WOW! Icke has blended every conspiracy into one uber-Conspiracy. There is a whole world of possibility for investigations and counter-conspiracy action. For me, it's the characters as counter-insurgency "freedom fighters" that really appeals as a schtick.

Let me know what you think.

Traveller-U

Traveller is my favourite SF setting for gaming. It's rich and very expansive. Having recently obtained (after years playtesting) Traveller5, I have been dismayed to feel like that game is too clunky for me. Going back to Mongoose Traveller is an option... but another option is to run My Traveller Universe using UbiRPG.

It occurs to me that only a few things are needed to make a game conversion to UbiquitousRPG:
  • Create some Role templates
  • Create some Race/Species templates
  • Create the equipment, such as weapons and armour
Other than that, most of the system is generic and you can easily make tweaks to support the specifics of your setting. 

That last point is an important realisation: you can tweak the rules to fit the setting. UbiRPG isn't a "generic" system, and it's not designed to be. What it is instead can be described as a homebrew baseline rules set; from this baseline all manner of specific tweaks can be implemented to emulate your chosen setting.

I can just imagine finally getting that adventure on the Solomani Rim because my regular players are already becoming familiar with the rules. It's just a step in setting. 

There... now I've said it, maybe I can get back to the Tikhon prep.
Game on!

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Sunday, 6 October 2013

Shadowrunning

This week has been an eye-opener in relation to a setting that I have, until now, never really got into: Shadowrun.

Harebrained Schemes have created a surprisingly entertaining game, Shadowrun Returns, which I got playing this week. Admittedly, I'm playing the iOS version (which only has one campaign and no editor)... but it has been cracking fun!

Sitting on my shelf for the last month or so has been the Shadowrun5 rulebook. This tome is beautiful and seems very complete, if a bit arcane in some ways. Using the Quickstart Rules (link above), however, you get to use some pre-generated Shadowrunners and push yourself through an example encounter.

These two elements, Shadowrun Returns and Shadowrun5, have me itching to investigate the game further. Although set in different period of the Sixth World history, each has drawn me deeper into the techno-fantasy that is Shadowrun. I know the teen players at the school would love it... and I'm pretty sure the home group guys would enjoy it too.

So... what to do about it?

As with all new games, I need to have a run-through. Quickstart characters, short mission, and some willing victims  friends. But I also need to consider what a break from the main action of our existing campaigns might mean.

How do you handle the desire to try something new? Do you break from a campaign... or set up a one-off game day... or do something else?

Right now, I'd appreciate some advice.
Game on?


P.S.: Have you seen the promo vid?


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Saturday, 31 August 2013

Of Tikhon and Realm Works

As a Backer of the Realm Works Kickstarter last year, I have recently become privy to the Beta testing.

While I can't talk about any of the specifics of the software, I wanted to comment on how incredibly cool it has been to work with it over the past couple of weeks.

Tikhon Campaign

As you're probably aware, I've recently been GMing an ongoing campaign set in the collaboratively designed world of Tikhon

Our "Mortenburg Chronicles" game is several months old now... but it's been amazing to see how much more detail I've been crafting in response to Realm Works.

All I've been doing is entering information to the database for my own realm of Tikhon, but the way the system works has helped me to both see how much we've created already and what comes next.

Session Prep

Over the past few days I've been prepping for the next session. Only a month ago I took the time to create some templates to help streamline my prep... but these are already obsolete due to Realm Works.

Yes, it's tedious to input data to what is (in reality) a highly-specialised database. Yet... as I've been progressing through the outstanding notes from last session, I've found myself adding and tweaking in response to the various fields in Realm Works.

What Realm Works does really well (apart from linking all of your notes into a coherent, encyclopaedic whole) is prompt you on stuff you could do with fleshing out further. As a GM, this is invaluable because it helps me to be less lazy and prep in more depth than I might otherwise be tempted to do. It also makes prep quicker because anything already in the system can be accessed, or even recycled.

Player Access

The Beta allows me to show players information that they have learned. The next step for me is to test this out during a gaming session. I aim to set up a second monitor and show players partially-explored maps and summary information live in-game. Although I'm not used to having a PC at the table, I suspect that this will quickly become a "very cool" feature of having taken the time to codify my realm using Realm Works.

On my wish-list for the software will be the ability for the software to create both a GM-only and Player-only version of the data, presented in something like a Wiki. Pointing my players at such a resource, generated automatically from the data in the system, would be priceless.

I might also like to see Roll20 integration to allow the players to see Player-only views on screen across the web too.

What's Next?

Having nearly finished inputting the data from my paper notes into the system, I aim to spend time detailing new locations, characters and stuff for the campaign. As it's all so easy to manipulate using Realm Works, I think that prep might just become a lot more fun.

If you've not backed the product, fear not! It's due for release later this year and will have most of the kinks ironed out by then, no doubt. My tip: start re-organising your notes and check out the Kickstarter video:

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Sunday, 18 August 2013

It Lives! Almost...

The week has been a pretty intense ride of writing, editing and discussion.

Having made the promise that we would write up the rules stuff we've been working on, I was pretty keen not to let down the guys who come to Friday Roleplay Night.

As of this afternoon, I'm about six miracles and a chunk of editing away from a finished draft. That's a really cool thing to have achieved together!

Publishing Tikhon

"Tikhon" started as a collection of rulings made to facilitate play within our own fantasy world but, at nearly 200 pages, has grown up to become a set of game rules in its own right. 

While our game has roots in the Old School Renaissance (OSR), and was developed through mashing up several sub-systems from existing games along with our own take on roleplaying, it has really become something... different. After all the work, it would be a shame not to publish it while we continue to play with it. If nothing else, it gives everyone involved a "standard" rules reference to work from.

Team Effort

The best thing, though, is that both the game and the setting has been developed openly through player contribution. Week by week, session by session, the players have been making suggestions and adding on details which have brought the world to life. As I write, I'm still waiting for the latest submissions for me to edit prior to publication. 

The big upside of this team approach has been that we are experiencing player (and GM) engagement at a very high level. Each player has spoken to me alone to feed back a similar message: this is one of the coolest gaming things we've ever done. That is the real reward for all of the effort.

As we come to the end of this initial writing phase, ready to continue our campaign in earnest from September, it looks like there will be a steady stream of new submissions ready for the future. It's really pretty exciting to bring the efforts of the whole group into sharp focus.

Reflecting...

Looking back, I think the big learning so far has been two-fold:
  1. Don't be afraid to mash-up your own game.
  2. Don't be afraid to say "yes" to player contributions.
While I love that there's an "industry" of roleplaying game designers, none of them plays or thinks quite like we do. By mashing up our own rules (and fitting it to our setting), we've unleashed a whole bucket of fun. On top of that, saying "yes" to players suggestions has poured fuel on the creative fire... and we have something exciting as a consequence.

The plan is to produce the booklet of rules through Lulu within the next week or so. It'll be a low-key thing, but it does allow us to hold the fruit of all our labour in our hands... and not lose as many loose-leaf pages as we might if we just ploughed it through a laser printer.

For me, it's simply great to be almost there with the rules and ready to focus back on the campaign.

Game on!





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Sunday, 4 August 2013

Prep Revisited

A little over a year ago I reviewed, "Never Unprepared" by +Phil Vecchione.
I hailed the book as...
...a seriously useful book for any GM. Never Unprepared is exactly what it says on the cover: "The complete Game Master's guide to session prep".
Back then simply adding in Phil's core process and setting aside time was a big leap forward. A year on, however, I needed to go back and complete the job...

Time Changes Circumstances

A year ago the prep plan I devised suited my needs well. A year on... well, things have changed.

I noticed that I was getting less and less prep done, despite the best intentions of the plan. Was this GM burnout? Was I becoming jaded again? Neither was true. I was simply noticing that my plan was out of date.

First step for me last week, now that I have some holiday time, was to revisit the book. A fresh audit of my lifestyle and time revealed why my prep was being squeezed - I'd gone from around 20 spare hours in the week down to around 10. I also noticed that my "heat map" (the measure of when I'm most creative) had also changed. At first it wasn't pretty... but some jiggling around has given me a new plan.

Appropriate Prep Tools

More valuable even than finding the time, however, was a review of my prep tools. 

When I first read Phil's book it seemed like a big chore to create some "templates" for prep: session, scene, combat, GMC... Meh! More work! In my head, I was holding out for Realm Works and making do with paper for "a few months". Well... despite a successful Kickstarter, we're still waiting for that software... but my group still plays.

This week's session, a week behind on prep, was looming. I have to say that, by taking Phil's advice, creating some new templates has really helped me focus my time. I got six scenes (including backup combat plans) prepped, along with maps and the creation of a full GMC character sheet inside 4 hours. 

Session Template
The idea of a Session Overview template was something I interpreted in a specific way that suits me. It's a one-sheet summary which covers off the basics of what I need to know. The scene "list" isn't meant to be linear, but just a reminder of which scenes might come up.

Here's a link to my template for the curious: UbiquitousRat's Session Template

Scene Template
Following on naturally has come the Scene Template. This directly places information onto one sheet of paper so that I can plan and cover all the bases that I find useful. 

What was really valuable here was the addition of a space to make quick "dialogue notes" - not to write out speeches (not enough room!), but just to note key phrases. This was particularly useful for noting down useful taunts and barbed remarks from key GMCs.


Combat Template
And yes... for some scenes I also made a separate Combat Template to record additional tactical notes. I printed this sheet onto the back of my Scene Template, allowing for a quick turn-over to access the vital data. It worked a treat!

Best additions? Objectives and Victory Conditions.


Simple Advice

Now, remember kids: my templates are designed for me. 

Phil's book is excellent and filled with useful advice... but it's all about you making the effort to customise and design your prep systems. What I do will probably not work for you.

What will be useful for anyone reading this, however, is to download the book and use it. Without any further ado, here's the link you need: Never Unprepared

Game on!

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Sunday, 21 July 2013

More UbiquitousFantasy

+10% XP for wearing costume...
About a month ago I wrote about the decision I took to draft my own house rules modifications, which I entitled "UbiquitousFantasy". These were a mash-up of ideas derived largely from taking the existing Castles & Crusades rules we were playing and colliding them with some ideas in Monsters & Magic. The result had me feeling nervous... you can read why in the original article.

Friday night's game arrived with me feeling nervous. Although I had "published" my ideas to the group, and received some generally upbeat feedback, the group's attendance had stalled due to good British weather and holidays. With a month having elapsed since we last played, I was worried that the proposal of change would scare off my players.

I was, of course, wrong to worry.

What happened next?

The guys arrived, spent some time chatting and, eventually, settled down to convert their characters from C&C to UbiFantasy. The process involved altering Attribute bonuses, choosing some Traits from their new Role (aka Class), rolling up some Fatigue, and slotting into the new card-based Initiative. Within 30 minutes we were ready to play.

There was some annoyance from one player who, looking at things on paper, felt he wasn't as good as he was... and that my vision of his Role was contrary to his own. Things improved when I allowed a simple switch of two Attribute values. Giving clear reasons for the setting decisions he was uncertain of also seemed to help. Once we were playing, however, it was clear that his misgivings were unfounded: the heroes are all slightly more capable than before.

What surprised me was that many potentially far-reaching changes were just happily accepted - such as the need for the Cleric to roll when summoning Miracles (aka casting Clerical spells)... and things went fine when, first time out, he failed his roll. I was amazed that they didn't end up unhappy.

At the end of the session the feedback was generally positive. We had generated a raft of ideas and suggestions too... which I decided to accept on one condition: each suggestion needs to be typed up and sent in to me for consideration; this is to free me from the need to interrupt play with writing down random suggestions - I want those suggestions but I want them when they really matter to the players.

What did I learn?

Well... I learned a lot about the way UbiquitousFantasy will play and what I need to tweak from the GM's point of view. I need to adjust creature and GMC* Armour Class values (adding their Level) in the same way the heroes have been altered, for example. 

I also learned that there is real, powerful and genuine value in the stuff I wrote about last week. The level of player involvement generated on Friday was higher than anything I have ever experienced. Period.

My players suggested and talked about some ten to fifteen new Traits for their characters. How many of these ideas will make it to the game is not important: the point is that, playing in a game that suddenly places no outer limits to their imagination, the guys were inspired to make suggestions. 

Examples include the anti-magickal Witchhunter who wants to explore the idea of "sucking powers out of Mages" and "using their power against them"; we also talked about a kind of "Improved Initiative type Trait which opens up stepped-upgrades at higher Levels". Marvellous!

Right there, in game, when the Priest of the Lightbringer asked, "What is my Holy Weapon then?" and I answered, "Erm... you're the Priest of the Lightbringer... you tell me"... THAT was marvellous! When he said, "Right. It's a Lucerne Hammer then" we created a new detail for the setting. 

That's when I learned what player engagement means. Big grins all round!

What's next?

More details need writing up. I need to get my teeth into how Mages work, for example. We don't have one in the party but they are set-up to hunt and kill magickal GMCs*, so I need to sort that out for next session.

There are new rules to propose introducing. One example is Hargrave's take on Hit Points designed to stop the heroes having more HP than a Dragon. I like these rules... but then I need to tweak a few other things to make levelling up even more interesting.

Finally, there are tweaks to make to what I've already written. Little stuff, like a limit on how many Traits they can invoke in one test. Minor tweaks but important.

Oh... and I need to ride the wave of enthusiasm that their play and encouragement gave to me. Getting a full draft of UbiquitousFantasy written over the summer would feel really cool. 

Let me know if you want to join the party and take a look at what we're doing. It's all house rule stuff... but if peering under the hood will help your game, please feel free to ask.

Game on!


*GMC = Game Master Character

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Saturday, 13 July 2013

Inspired by Hargrave

Don't judge a book by the cover... gems within!
"Well you can't please everyone, nor do I try to do so any longer." - David A. Hargrave, Arduin Trilogy (p12), on the topic of his new Hit Point system.
I really like this quotation. I discovered it just the other day while perusing the Arduin Trilogy from Emperor's Choice Games. It's one of many little gems that sit within the chaotic collection of suggestions that David A. Hargrave offered back in the 70's and 80's. 

The thing that I really like about that quotation is that it sums up the general attitude of this legendary GM towards the attitudes of others. He happily ran a very successful series of campaign set within his own created multiverse (note: not a single world, but a whole multiverse) which is now known as Arduin. His fans loved him... and he published his ideas in the spirit of sharing and recommendation. I am sure that, if he lived today, he'd have a cult following for any blog he wrote. Yet... he had detractors.

Hargrave doesn't seem to have allowed negative comments to phase him. He was running his own game, derived from D&D but very much customised to his own tastes... and those of his gaming group. He was supremely confident (at least in print) that his ideas were good. And, looking at them 30 years later, I am inclined to agree with him.

"Take a Troll To Lunch"

"As far as my multiverse is concerned..." - David A. Hargrave, Arduin Trilogy (p13), on the topic of languages.
I've long been aware that, as a GM, you are encouraged to customise your game. This is a given in roleplaying circles. Except that it's actually rather rare.

"In my Traveller universe..." has long been something that I have understood and dreamed of implementing fully. Hargrave's approach to fantasy gaming goes further - he utterly customised the game to suit his own style, evolving a new game to fit his own new setting.

A couple of weeks ago I also took the first step in this direction. When I drafted up UbiquitousFantasy, a derived but modified blend of OSR rules, I was initially trying to widen the scope of my own homebrew game. Yesterday, however, I read this:
"Don't be lonely, take a Troll to lunch. The world is a smaller place, but it is smaller still in relationship to the myriad worlds of the entire Alternity (alternative eternities). Do not be a small player from a small world. Embrace the whole Almanity, and give the different types [of character options] a chance. I think you will find that the world your game is in will become a lot more fun if you do." - David A. Hargrave, Arduin Trilogy (p10), on the topic of his new player character types (or classes).
Having spent time customising our campaign world in include, among other things, a Witchfinder based on the specific setting details that my players had suggested in-game... well, you can imagine how liberating that encouragement to try new things would feel.

It's your game. It's your rules. Even if it's not your world, it's still your version of that world.
Go play.
Take a Troll to lunch.

Heading Out Deeper

Have you ever considered how much your players would enjoy finding themselves playing in a truly unique and personalised game? Certainly we tend to like to use a recognisable set of rules when we first play... but, once a group forms, isn't there an argument that whatever happens at your table is really your business?

Think about it: once a group forms, you are under house rules from the get-go. Once a game is running, we tend to make small tweaks to even the slickest system. Why not be brave and go further, incrementally moulding not only the setting but also your rules to fit your own, unique group? I wonder if that might not be a more rewarding outcome for everyone.

Here's a thought:
"Please try some of the rules that you have doubts about in game situations and game play. Only through actual play testing can a rule or situation be fully explored. We have been doing that for years now. Anyone can pontificate on rules and worlds that they have never tried, and can never be proved wrong because the proof is only in the play." - David A. Hargrave, Arduin Trilogy (p35), on the topic of rules questions.
Can we be brave? Who's up for taking that Troll to lunch?

Game on!



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Sunday, 30 June 2013

UbiquitousFantasy

This week two elements have collided and produced a whole new adaptation of an OSR-style game. 

On the one hand, inspired by my desire to blend the best elements of Castles & Crusades with Monsters & Magic, I found the time to draft the basis of something new: UbiquitousFantasy

On the other hand, inspired by the emails of one of my keen players, I've been seeking to further develop the fantasy world that we're currently playing in. Taken together, with a big dose of effort on my part, I've managed to put together something that excites... and which I hope will excite my players.

UbiquitousFantasy

We've been playing Castles & Crusades for a few months now. It's great: easy to play, easy to learn, lots of good and solid material. We like. Except that, having upgraded to Level 2 and being well on the way to Level 3, my players commented that there are really very few benefits from levelling up: in other words, it's a bit bland. That got me nervous about the longevity of playing this system.

Plus there's that pesky d20. Regular readers will probably realise that I don't like the randomness of rolling one die for action tests. For a long, long time I've fancied trying out 2d10 instead of 1d20... so yesterday, in a fit of creative energy, I wrote that into our house rules. That was how it started.

While I was in the process of writing house rules, I thought, why not introduce some of the other things that I've been mulling over for a while... and solve that blandness problem to boot? Inspired by Sarah Newton's ideas about Traits, I've modified the way adding the Level bonus works: in short, you get it when you invoke a Trait from your Race, Class or Personal Background. 

Taking things further, and inspired by the conversations with players, I also decided to re-write the classes to fit this change... and to introduce some Specialised Classes (or, to use another term, some Sub-Classes) which are customised to our fantasy setting. It was easy to do... and a lot of fun! Now we have options for a Lightbringer Paladin, a Ranger of the Wild, a Brotherhood Assassin and a Lightbringer Witchhunter. Each blends elements from both the C&C and M&M classes into something... different.

Finally, at least for now, I decided to adopt the idea of an Invocation Test for the Clerical Miracles (my new words for, "making a magic test to cast a clerical spell"). This forms the basis for a cool rule on organising Rituals with many participants and miracles which are upgraded by particularly high Invocation rolls.

Tikhon

Tikhon is a popular saintly name in the Russian Orthodox Church, meaning "hitting the mark". As the setting we're playing in has been doing just that with the group, it seemed a cool name for the world. Welcome, therefore, to Tikhon. 

On top of this, working with the players on their character backgrounds, I've been gathering more and more detailed material for the world. As the players work with me on creating the setting, it is long overdue to codify what we have so far. Thus, this weekend, I'm beginning just that process - typing up the notes.

What's cool is that their ideas, as players, are fuelling my creative process... in truly collaborative style we are producing something far more interesting than might have been expected. Combining this creativity with a desire to customise the game to fit the setting, rather than forcing the setting into a generic rule set, is not necessarily innovative... but it is something that I've never managed to do before. I've even gone as far as to commission a map for the area we've been playing in.

Being Bold

There's a massive risk involved in all of this: it might not work as well as we hope. The challenge, at least for me, is to be brave and bold. If past gaming failures have taught me anything it's that you can't keep doing the same things over and over, hoping that something will click. 

What has made the one-off Hunt for Gerulf adventure turn into the birth of the World of Tikhon has been boldness: a decision to wing a game off of a one sentence premise gave us Mortenburg and Gerulf's Raiders; another decision to introduce clues to the Moon Gate led to the birth of a conspiracy tale. The courage to listen to the players is leading me into a brand new and exciting setting, played with some customised house rules.

What's next? Well, next week's session is looming... will this all pay off? Fingers crossed... but you can't go through life wondering what might have been, can you? I reckon it's much more fun to risk failure on the opportunity of creating something really cool.

Game on!


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Sunday, 23 June 2013

Of Monsters & Magic

Because of the way the game felt on Friday night, I was feeling rather despondent about our fantasy campaign. I wasn't feeling at all happy with the game I'd run. 

Weirdly, however, some thoughts and reflection have opened up some fresh ideas that I wanted to share with you... and it's mostly inspired by a woman I've never met...

Meet Sarah Newton

I'd never heard of +Sarah Newton until about a week or so ago. She's an author and gamer, the founder of Mindjammer Press. What grabbed my attention was a G+ post about her game, Monsters & Magic

Having read a preview article or two on the website, I was tempted enough to download the .PDF of the game. I am hugely glad that I did... not least because it has inspired a whole raft of thoughts that I hope will be inspiring improvements in my fantasy and SF roleplaying experience.

Monsters & Magic

Sarah's game takes the OSR material from classic D&D and makes it possible to adapt any addition (whether past or present) to a more modern style of play. She describes it as, "combining the atmosphere of classic fantasy games with modern RPG mechanics."

Last weekend, having begun to read Monsters & Magic, I was inspired! What struck me so keenly has been the encouragement to take Sarah's game engine and customise it to suit my own fantasy worlds... nay, even my SF ones! 

What's so inspiring?

In truth, everything and nothing.

There are three things that I like about Monsters & Magic:
  • Replacement of the d20 with 3d6... but retaining the same old familiar stat values.
  • Addition of her innovative new "Effect Engine", in which new RPG mechanics meet old.
  • Encouragement to customise and personalise your fantasy experience without breaking the game.
On top of those, I really like the fact that she wrote the game with only about four experience levels of play in mind. Right there, on page 4, lay the things that really set my mind to wondering:
"While Monsters & Magic is a standalone game, we anticipate you’ll use it with your favourite classic fantasy RPG books — bestiaries, spell books, equipment, magic items, and adventures. So, we’ve provided enough spells, monsters, equipment, and magic to take you to roughly the 4th level of play — but assume you’ll also incorporate material from your favourite classic fantasy resources to support your game."
And also:
"Monsters & Magic is a modular ruleset. You don’t have to use all the rules: if you have a favourite old school rule you want to use instead (say, different experience levels, or rules for treasure), then go ahead and use it — you won’t break the game."
The game actively encourages that which most RPG publishers avoid: take stuff from wherever you like, fit it into this game system, and make it your own.

That's the thing that set me to thinking...

Generic Doom

Most D&D derivatives (including Monsters & Magic) are generic: they present a framework for playing exciting fantasy roleplaying games in a broadly medieval style setting. The assumption is that the GM will make the game their own and colour the world in their own shades. In my experience, however, this is usually done in the most cursory manner.

When we began playing Castles & Crusades, the system we decided to use for our current fantasy game, the appeal was simplicity and ease. Having just run a playtest of the new Rolemaster, my guys were hankering for an easy-play Friday night escape game. Realising that you have to run the game the players want to play, I opted to keep it simple.

Things had been going well: four or five sessions under the belt, the birth of a new homebrew fantasy setting, and highly engaged players. The combination of the advice from Brian Jamison's "Gamemastering" and the simple rules from C&C were a great starting point.

What has gone wrong, however, is that I've been labouring to run another D&D derivative generic setting. Having limited time, I've not really begun to really tailor our game to my own tastes as well as those of the players. Gloomy and bored, I approached Friday feeling that something was missing... and it was noticable.

Customised Encouragement

Sarah's game reminded me that, no matter what I play, I need to be able to customise it. Monsters & Magic is the game that, although built to support whichever generic fantasy you want to play, actively encourages (nay, requires) you to customise. Thanks, Sarah - because otherwise, it's fair to say, I think our campaign would wither and die.

Here are three things that Sarah has inspired:
  1. Customised Sub-classes: Ian plays an "Assassin". I want to give him a buzz and offer him rules for the "Witchfinder" that he is actually playing, designed just for our game.
  2. Customised Traits: Mark plays a Cleric. I want to give him some specific abilities that reflect his role as a "Priest of Helles, the Lightbringer". 
  3. Customised Setting: We're playing in our world. I want to import ideas from several other OSR games, blending in materials that will make this our own.
All of this is possible with Monsters & Magic. Heck, all of it is possible with Castles & Crusades... but I don't really know how much that'll affect the balance of things. 

With Sarah's game, well... "you won't break the game." 
If you've not yet had a look at it, I recommend it... right now, it's a $10 download.

Game on!








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Sunday, 9 June 2013

Three RPG Setting Tips

Reading through Shadowrun (20th Anniversary Edition) this week, I was struck by two things: firstly, at the well-described and well-presented details of the setting and, secondly, at how the setting has evolved over time.

There is a level of verisimilitude is the stories and setting details described. The Shadowrun book opens with 59 pages of background, stopping only briefly at the opening to tell us what roleplaying games are about. You are immersed in details and stories, should you choose to read them. It's a delight!

Additionally, Shadowrun has rolled with the punches that technological development gives to an old Cyberpunk setting. In an increasingly wireless world you read about a wireless future - one written some 4 years ago just as the wireless world was getting into first gear.

These developments seem to both respond to technological development as we know it but also to the needs of players of the game: this iteration of the game fixed many problems with the older version... and the next iteration, the imminent Shadowrun 5, purports to do the same.

For me, it's a cool setting made so by attention to setting details. That's what got me thinking this week...

What makes a setting feel immersive?

Let's get the elephant in the room out of the way: Shadowrun has had 20-odd years of play and development behind it. Any setting that we create might be brand new. We can't ignore the fact that time spent in a setting allows time for the setting to develop and take form. And this wasn't always a cool game... it had a dark night too.

Yet... the question is a useful one.

Reading Shadowrun what struck me most was the attention to small details. Little out boxes with lists of brand names for night clubs are a nice example... and inside those clubs, lists of the top drinks and their nuyen prices. I didn't spend much time on those boxes but I was struck by how immensely useful such little details might be when you're trying to bring the setting to life.

Second on my list would be the use of one viewpoint to present the over-arching setting history. The style was engaging, written as a primer for wannabe Shadowrunners, but also implied that what you were hearing might not be the whole truth. There were multiple plot lines and event sequences described, giving the impression of the third thing that I'll talk about in a moment. What I liked about the style, however, was that by combining this narrative with three longish pieces of fiction the authors presented a world from at least four different viewpoints... and made you want to go and explore it for yourself.

Thirdly I would mention the idea of ongoing plots... metaplots, if you like. These are overarching campaign-scale plotlines that, I am assuming, have been part of the Shadowrun experience provided by the ongoing release of supplements. That is to say, there is a story being told through each release. This is pretty much confirmed by the publication of Storm Front recently:
...Storm Front summarizes and updates the major ongoing plots in the Sixth World, while introducing a new thread that will shake the world in the near future.
Meta-plots are something which I always had mixed feelings about. When I worked for GW (many moons ago) I was involved in running two of the annual Warhammer 40,000 global campaigns, developing and presenting a new meta-plot within the setting. At the time it was both exciting to be creating new stories through our gaming... but it was also something which annoyed a lot of fans. While some folks love the ongoing development of the setting through story, many are happier with the status quo.

Nowadays I feel that, although I've missed out on all the stories told in the Shadowrun line past, the sense of life that these tales give to a setting is powerful. Thinking back across the years of gaming, Traveller did this too... and, love or hate the Virus, it was a big and powerful part of what made that setting cool too. The fact that games like D&D have cottoned onto this in later years is testament to how effective it can be in involving fans. Narrative breeds narrative, after all.

What about our games?

First of all, I realise that I need to focus on my stories at these three levels of detail: 
  1. Micro details that add a sense of reality to the game.
  2. Viewpoint sketches of historic and present conflicts.
  3. Having at least one meta-plot bubbling away.
Making a list of possible brews that fit our fantasy taverns, or making sure that the SF setting has a selection of cool Corporation names seems like basic GMing. Yet, and this is a hard truth, I don't make the time to do this... I wait until I need a detail and then throw it out there. Designing some useful micro details and using them consistently will help to bring the game alive. I think I'll listen to the questions that players ask to guide my writing, though - no point creating something you don't need.

Writing up sections of background from a single viewpoint, or of a few different viewpoints over time, is another nice technique. I tend to opt for third-person top-down descriptions of history. It is far more effective to create a viewpoint character and write things from their more limited but much more interesting standpoint.

Finally, and this is easier for me that I realise, I need to have one or more active meta-plot lines bubbling away. Whether in fantasy or SF, things larger than the heroes will make the worlds seem more alive and real... and threatening. It also allows the heroes moments in which they can step up and take an action within that plot, affecting it for good or ill. That's the stuff that legends are made of... and that good roleplaying cries out for.

What about you? Do you think I'm onto something? Is there something I missed? 
Let me know by throwing a comment when you've time...

Game on!


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Tuesday, 28 May 2013

How's Your Faction?

One of the things that is missing from Brian Jamison's "Gamemastering" is a discussion of factions.

Although Jamison is very good at emphasising the need to focus on the player characters and their own personal Nemesis, it's important not to forget that there is a wider world or universe surrounding the actions of the heroes. 

Factions are a nice antidote to becoming over-focused on the heroes... a trait which can lead to the players believing that only what they do matters.

Factions

This piece of GMing advice landed on my bookshelf from within the excellent Imagine Master's Manual (which, at the time of writing, is a mere $14.95) back in 1999. I've written before (on another blog) about the very strong "Gamemastering" section in the book, and this particular technique.
"Conflict is at the heart of every story. Without it characters are going through the motions; living without a common purpose; or worse, arriving at their goal with little challenge. The party itself is the simplest faction in any game - a band of noble or ignoble few who stand against capricious fate...
...Fledgling Gamemasters often ask what it is that makes a setting interesting, but believable. While piles of statistics (the facts and figures) can be useful, they are shadows when compared against the factions in your setting. It is factions that create conflicts, story line and even history."
This quotation from the Master's Manual outlines very clearly what factions are about: groups of beings who band together to obtain or protect their interests. The heroes are one such band... but it's the other factions who will make your setting sing.

Mortenburg Chronicles

Our current fantasy game is set in and around the small town of Mortenburg. It began with a simple mission for the heroes: bring back the head of local brigand, Gerulf. Now, after several sessions, the heroes are about to return with the head of the bandit... and they are still wanting to play. Our one-off has begun to bloom into an ongoing campaign.

As GM the problem arises: I don't know what to do next. Certainly while Jamison's advice to look to the heroes' goals and the GMCs (Game Master Characters) is good, I remembered that the best next step I can take is to write down the settings' factions.

By way of a partial example, here's what I've done to dig myself out of the mire of uncertainty.

Faction List

Following the advice from the Imagine Master's Manual, I've decided on the largest area of influence in the campaign right now: the Barony of Faulstieff. Mortenburg sits on the edge of this territory, independent but closely allied to the Baron's family. 

The first faction is, therefore, House Stieff... the Baron's own family. They are led by the Baron himself and he seeks to maintain his power, perhaps extending it if opportunity arises.

Standing aside from House Stieff is the Mortenburg Council, led by Meister Eckhart. This coalition of landowners seeks to remain distinct and independent from the Barony... but they also need the trade of their neighbours. 

Threatening the Council are the raider groups surrounding them. To the north is Gerulf's Goblin tribe, now in decline (perhaps) following the death of their leader, Gerulf. In the south, in the Schwarzwald, lies the territory of Uter's warband. Both raider groups seek to plunder the trade caravans and farms of Mortenburg, hoping eventually to extract tribute... but Uter also seeks to conquer the town and use it as a base for more power.

Assisting Uter's bid for power is the Dark Elf Mage-Priest the heroes witnessed at the Moon Gate. Whilst I have determined her own goals, and those of her faction, I can't really reveal them here... but hopefully you get the idea.

Using Factions

All well and good, you might be thinking. How do we use these factions in prep? Simple.

The heroes may well choose to follow their own path. In my game they will perhaps seek to find out more about Uter and exact revenge for the death of Karl's brother, a stated personal goal that many in the group might be willing to help with. Or, instead, they may choose to travel to Faulstieff and report to the Bishop their discoveries in the caves. Or something else...

Yet none of their choices should occur in a vacuum. All around them the other factions are plotting, scheming and carrying forth their plans. What is Uter doing now? Having failed in his plan to ally with Gerulf's tribe, how will he respond to the change? Perhaps he himself will seek revenge on the heroes... or maybe he has bigger plans.

What of the Mortenburg Council? Will they be grateful to the heroes for killing Gerulf? How will they react to the news of Uter's involvement and threat? And what of the news of the Baron's head, picked up by the heroes at the cave? What will this development mean for their independence? 

How will House Stieff react to news of the death of their Baron? 

Hopefully you get the idea... each decision of the factions will create new circumstances and, potentially, drive new stories. What if the Council ask the heroes to take the Baron's head back home? If they accept, what will they encounter? If they refuse, how will their decision affect their standing locally? 

Factions will drive the action even when the heroes are dithering over what to do next.

Prepping With Factions

How do you prep for all of these eventualities? Simple. 

Make some decisions about how each major victory or defeat might affect one or more of the factions. I'd start with two questions:
  1. Who gains from this change?
  2. Who loses from the change?
The former faction(s) are likely to respond favourably to the heroes (should they encounter them) and the latter are surely destined to respond negatively. 

Choose the faction who gained the most and decide what action they take in response. Then do the same for the faction who lost the most. In our case, Mortenburg's Council gained the most from Gerulf's death... and Uter's warband lost the most. The choices of these factions will drive towards new actions and plans... and some of those might involve the heroes.

What if Uter decides to wreak revenge? No matter what the heroes choose to do next (and they must be allowed to choose), Uter is coming for them. Devise a plan and set up the things you need to know. When the time is right, and that might not be for some time, you can then drop the obstacle into the story. Does he send assassins? Create the combat encounter and, when the timing feels right, drop it on the party's head. 

Fun, fun, fun!

In Conclusion...

Factions are easy to add to your game. They add spice and detail to an otherwise 2D world that revolves around the heroes. Certainly the story should move around the choices the player's make... but not the whole world. Factions add the spice that will make the heroes' encounters seem all the more believable.

Game on!


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Sunday, 19 May 2013

Can you Imagine?

Two hobby projects have been gestating this week. The first, Serene Dawn (the SF setting), hit two road blocks which, although largely temporary, put a dampener on my spirits. The second, my ongoing quest for getting fantasy right, opened up new vistas when I re-discovered Imagine.

Legends of the Unknown

This week the fifth book in the Imagine RPG series arrived at my home: Legends of the Unknown. That in itself was an exciting event, given that the subject matter includes adding watery adventures to the game - think pirates and stuff to do with travelling across the oceans, and you've captured my mindset.

The book itself, however, was only the spark for me. The main attraction was to crack open the main rules of Imagine and once again remember both why I love the game... and why I've never been able to get a game with it.

Time to Imagine

Back at the turn of the century, when the world was falling under the spell of D&D 3rd edition and the d20 system was new and magic... there was Imagine.

Looking back I see in the creation of this game a proto-movement for what was to become the Old School Renaissance... with a difference.

It began with the very cool merchandising decision to publish a poster:

Seeing this, I tracked down the website and bought the game. Reading the rules, I smiled at the irony that the combat roll used a d20... just in a very different way.

At the core, Imagine is a d100 game which uses d20 during a fight. The heart of the game, however, really appealed to me... and still does: the game includes a LOT of detail running over a very simple set of core rules. The GM is encouraged to be imaginative and creative, being given all the tools they need (via the GM Guide) to alter or design any element in the game - spells, creatures, classes, items... whatever. The players are also challenged to be creative, but in the way they describe and interact with the world they are playing in.

What I discovered was a game which harped back to the feeling I had experienced in the early days of gaming with more crunchy systems but with infinitely more freedom as a GM.

Imagine was the first game system I came across which genuinely encouraged me to create a unique world, not just another generic fantasy location.

Anti-D&D?

To label Imagine as a reaction to D&D is, however, a mistake. It's also a mistake to lump it in with the Old School Renaissance which (for the most part) has taken things back to an earlier form of D&D. For me, Imagine offers Old School Evolved... or, at least, Evolving.

Imagine suggests that, while it's helpful to have classes and levels to map out character power and progress, these things should not be limits to what you can do with the hero. It blends the best aspects of skill-based gaming with the best aspects of level-based gaming... and adds something to the mix. It's not really anti-D&D... it's actually suggesting that you take the game a step further by using your imagination.

Imagine

Imagine makes me pause. It makes me want to try it out. The only problem is that it makes me worry that my players won't like it. 

It's a game that will take you ages to create a character for but, once complete, will leave you to get on with playing. For my action-orientated group this means it really benefits from a speeding-up tool, like the rough-and-ready character generator on the game's website. What it really needs is a Hero Lab build.

It's a game that utilises one of the most innovative combat systems I've ever read. You actually describe what you want to do with that weapon and translate it into an attack roll designed to see if you achieve it. Slashing over arm to hit the Goblins head? Imagine it striking the head if you hit... but striking the shoulder if you narrowly miss! You are not only encouraged to describe (or even act out) your attack but you are rewarded for being clever: how about striking at the throat with your spear, or knocking a sideways swinging blow with your club to sweep the foe's legs out from under him?

Imagine is a game which offers real customisation as you grow your hero in whichever of the myriad of class choices you decide to follow. Class is a choice of pathway in adventure... but never a straight-jacket. 

The only downside is, given all of the choices, the game appears to be pretty complicated. 

Is Imagine complex?

That depends on what you mean.

Under the hood the game is actually simple: 
  • Skills and Saving Throws are rolled on d100, roll-low, with a few optional modifiers.
  • Attack rolls are d20, with modifiers.
  • You gain XP to go achieve Goals (sub-levels) and Titles (levels).
  • Mages cast spells using Aura (read: spell points).
  • Priests cast spells freely but with limits on casts between prayers.
Imagine draws on the traditions of fantasy roleplaying. It feels a lot like D&D's spirit infused into a d100 system. Looking at it post-Arduin, I can see an awful lot of David Hargrave in the game... not in mechanics but in spirit. Imaginative ideas, encouragement to create and customise, and alternative ways of doing things are all core to Imagine

On the other hand, on a first reading at least, the game looks like it has some clunky aspects: the second-by-second combat system, for example, seems alien to most roleplayers... unless they've played the new Hackmaster or GURPS 4e.

Do I want a game where I need to track the second-by-second moves of the characters? That depends on my desired level of detail: I am sure that some GMs might be tempted to run the game with rounds based on the now-standard idea of a 6- or 10-second round with one action and one move. But if you bother to try out the more detailed system you discover that you don't need to add much more effort to gain a lot more tactical enjoyment... assuming you're into tactical play.

Here are two excellent quotes from Imagine creator and CEO, Michael (posted on the forum) in response to me asking, "How do I demo this to newbies?"
"For the ease of combat I break [the 10-second round] down into the first three seconds, the second three seconds and the last four seconds...So when the guy who got a -6 [for initiative] goes I ask him what would you like to do? He tells me I'd like to engage this opponent. So I check his movement and see that he has to go from walk, jog to run to get to his opponent in the third second. Lets say he has a 4-second weapon (long sword adjusted). I saw normally it would take you four seconds to swing but you are engaging the guy and you get to him on the 3rd second so that's when your first attack happens."
"Tell me how you want to hit the guy. I ask him to either describe or pantomime how he wants to hit. I show him the back of the sheet where we have already pre-calcuated his bonuses to hit and tell him to roll a d20, then add the bonus I have just shown him. Then we see how he hit. Let's say he hit right and said he was going to over head swing at the head. I tell him okay you didn't hit the head but you hit to the right tapping either his shoulder or mine to show and then he and everyone else can really visualize it. We roll damage by the weapon and I ask him what he wants to do next..."
For me, the added appeal is in the detailed description: I can imagine the movement and strike clearly for the trade-off of using a second-by-second, real-time counting system. It's not really complicated... just more detailed. 

Which is better? "I hit him!" [roll], or "I swing my sword down in a slashing move aiming for his neck!" [roll]. The second description is better, right? But what if that description also matters in the game? Cutting into the guy's neck should be very much more worrying for the guy being hit than just taking another generic dose of hit point damage. 

Which is more desirable? That is the real question: it is worth the effort to gain that detail? I feel that it might be... but I worry that my players won't agree.

Newbies

Which brings me to the question of newbies. The default assumption is that newbies need simple, for which we often substitute simplified (or, regrettably, simplistic). I have run games of Pathfinder, for example, which use the simplified "Beginner's Box" to intro the game.

Thinking back to my own gaming journey, however, I began with RuneQuest and Traveller plus Star Frontiers and D&D. I quickly graduated to Rolemaster. These were not simple games... especially given the appalling quality of explanatory writing in evidence in those early days. 

Roleplaying games are not simple to learn to play. They require a certain desire to tell stories and a preparedness to learn some reasonably challenging rules. Most young kids are actually playing much more complex games on their consoles... they just don't have to do the maths because the computer does it for them. But the tactical challenges of the games are quite large... and the more complex the game, generally, the more kids (especially boys) enjoy it.

The barrier is their confidence with what they are learning. As with all learning, you need to have the process staged and built in small steps. There's no point introducing all of the rules at once (which I tend to do, even with experienced roleplayers) because you just confuse people and turn them off. Instead, even with roleplayers who have played a lot of games, you need to step-up the learning through play. Enter the demo.

Demo

Here's where I share a newly developing idea for how to intro a new game: you run a demo.

Option 1, probably best for total newbies to a game, is to pre-generate the characters and allow them to pick-up-and-play. 

Option 2, open to more experienced gamers trying a new game, is to use a quick character generation system to speed them into playing.

Either way, you set up some basic situations which allow the players to learn how to use the game to emulate their decisions. The key point here is this: you ask them what they want to do... then you (as GM) model it into the game rules. That's what Michael's post (excerpts above) basically encourages and, from experience, I realise that this is the key.

Don't run a huge combat with 20 combatants. Run a quick fight with a couple of easy-to-defeat opponents aimed at teaching the guys how to play. They will learn the basics and get the flush of victory... making them hungry for more. Remember: they're going to win the fight... because the fight is designed to allow them to learn, not to try and challenge the heroes.

Run a series of situations which require them to use some skills. The aim, again, is just about helping players to learn how to roll the dice to emulate their actions. Throw in some Saving Throws, sure... this adds spice and danger... and teaches them how to make Saving Throws.

Give them choices to make as the story unfolds. Don't write a linear scenario... set up an open situation and allow the players to feel their way through to a conclusion. I'm imagining a house break-in, or a simple cave exploration, or a short street-based investigation with thugs getting in the way.

Make it a short session - 2 hours perhaps - and then take them through "levelling up". Allow them to customise their heroes ready for next time. And then invite them to come again... and again... and again... each time, increasing their understanding of the game with a few new details.

Even the most complex system, broken down into bite-sized learning experiences, will become accessible over time. The question is whether you're patient enough to create those experiences.

In conclusion...

I'm going to try an run some folk through games using Imagine

I'm going to design a beginner's scenario set in the world my main group is currently playing in too, just to make the setting stuff easy on me whilst adding to my other GMing commitments. Adding details to the world we're playing in means that, no matter how successful or not my efforts are, they are always useful to my main efforts.

I might invite my regular group to test the demo: it's a side-adventure in the setting they are already invested in, so it adds to the background of the stories we're telling... and it allows me to tweak my teaching efforts. Come the big day with the newbies, I'll be all-the-more prepared for how players might react.

I'm going to be brave and try to bridge the gap between the detail I desire in my gaming and the apparent complexity it implies. I just hope I can make it work.

Game on!








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