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, 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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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, 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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