Christ, I know. And I intend to post again today, even. Like I said, I've had these thoughts floating around for a while and I haven't done anything with them, I'm not running a game, and Exalted is getting a new edition. So, you know, whatever, man. 

Also, my last mechanics post was pretty unhinged. Like, LJ got an idea dump and it wasn't exactly coherent. This is still going to be really long. This is everything I have on Martial Arts in Exalted right now from what I want to do to exactly why I'm proposing it as a hack. It's under the cut. 
Exalted Martial Arts Game Notes )




I really think that I'm going to get four posts in four days, so I'm sorry if it seems like I'm spamming all of a sudden. I just kind of want to take this piece by piece. 

But anyway, that's why it's below the cut. )
For a writer to feel guilty about taking the time to write is certain death. Or, it is if you allow it to get to you. That's my problem on a daily basis, no matter what else I'm doing, there's something else I should be doing instead. I don't have a regular job so, qed, I am wasting space. 

Last night, before our Burning Wheel game by Skype, I said that I had recently realized that I have large sections of my day with UNDEFINED stamped on them in big letters, which isn't to say that I don't attempt to put them to use, but I don't have anything I'm required to slot into them. I could, if I were so disposed, take the painstaking effort I've already bent to the service of various WoD gaming and attempt to formulate a pitch.

Today, I got a text message from Katie saying that everyone had been called into a meeting with the staff at the dental office. Little puts the chill of fear into your heart quite like an unscheduled, mass office meeting. This morning, we were looking over our finances and, while things will be fine, this upcoming week things are going to be a little tight. We both know that we can't afford to be a no-income household even for another month. I've been looking for work, but I've been more selective in my searching. It's been invaluable, recently, to have someone who's home all day with us having to handle problems with plumbing, vet appointments, helping our neighbor with her pets, and our bio-hazard of a crawlspace, so Katie hasn't exactly been clamoring for me to find work immediately. Since much of the immediate troubles are over, my UNDEFINED sections of my days have been growing, and my guilt regarding writing as an investment of my time had been lessening.  

The terror of the idea of suddenly being without the income that had just started to become reliable kind of barreled me right the fuck over. Writing this is mostly kind of giving shape to that fear and letting myself try to formulate a game plan and allow me to continue writing. 

For the time being, I'm going to stay focused and finish what I'm currently working on, and then I'm going to pick my next one. 
No, not the entire game line. Just my particular game. 

I have plenty of time to set up games and write up stats, but when Katie and I are alone and hanging out, we tend to opt for movies, long running shows, or video games. We watched Lost in Translation last night, which I had seen twice several years ago before I broke up with Violet. Katie had never seen it at all. There's a lot of angst in that film, and a sense of understanding that these two characters may have grown some or made a connection, but they will not be happy where they are returning to. Angst isn't always bad. It's been given a bad rep. But it's probably easier to watch these events transpire between two characters that you don't have to play. 

We opt to watch an angsty movie rather then play an angsty game. 

It made me realize that I've kind of flooded the engine on the game, a little bit. It went on for one session too long before anything exciting happened. 4th session in, and the car has died. If I can just finish this latest session, the game should pick back up again in a big way, but there's a trick to getting momentum back - we just have to grit our teeth and run the session. 

Anyone else have experience with trying to run a game that hasn't been run in a little too long? I know Brent does with our Burning Wheel sessions. I think the answer to this might be the same as the answer we've found to that - set aside a specific date and time, then stick to it no matter what. 

I'd like to post more frequently, but I might have to stick to once a week. 
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atolnon: (Default)
( Apr. 9th, 2012 09:00 am)
I've got about 10 minutes here, maybe a few minutes from time to time later on in the day. This'll be fragmented, but I still want to shout out to my friends here, really quick.

Like usual, every day is busy even when nothing in particular is scheduled. This weekend we, Katie and I, went to dinner at Katie's parent's place and I didn't do much with mine unless you count a 30 minute phone call with mom. I'm running my nWoD game again, and it's still only Katie that's playing, and that's as much a matter of general oppertunity as it is of interest since we haven't really gotten anyone else into it despite my occasional radar-like sweeps of the general friend populace to make sure. The actual play document for the King of Limbs campaign is now about 19 pages, I suppose, though and the game itself is just starting to heat up with the initial introductions more or less being over with.

I haven't had time to do more Exalted stuff or really much of anything else, but when I have a few spare moments I usually open up one or two documents on Google Docs and add some stuff, do some writing, or otherwise just screw around with some ideas.

Fantasy General is actually pretty much wrapped up. I'm literally on the last battle. It's pretty exciting, especially for a hex-grid turn-based war game! Will I do a review of it like I've done of pretty much every other game I've finished in the last year or so? Yeah, actually. Why not? It'll be novel. Or nostolgic. Stay tuned.

Because I've been so quiet, I actually have a lot to go over and in some detail but even after work, I've got a Burning Wheel session this evening. As much as I'm looking foward to that, it's going to truncate my efforts to post here for the time being, so I'll see what I can do. This is assuming, hubris-bound poster that I am, that you are interested in reading what I have to write but if I don't, then the entire illusion really does fall apart, don't it?
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atolnon: (Default)
( Feb. 15th, 2012 02:34 pm)
I'm pretty close to wrapping up Mockingjay, the third book in the Hunger Games trilogy, and so I guess I'll talk about it in conjunction with probably Battle Royale. That's a little tricky because Katie reads this sometimes and hasn't read BR yet, so I guess spoiler blocks are in my future. Either that, or I keep my big yap shut. There are things to spoil in Battle Royale even though the premise (class goes in, violence, then one person is supposed to come out) doesn't allow for too much variation.

Expectations in literature are another thing that I've been thinking about in conjunction with those above works.

I know that it would by stretching it to say that the people that are actually interested in the Exalted stuff I post number in more then the single digits, but as a mental excercise, it's a lot of fun for me and I suppose that there's always the chance that it results in something playable (as unlikely as that probably is). I know that Brent's interested, so I'll go ahead and keep putting it up. The document I'm working in right now is here :  Synodic Constellations
What do you do if you love your character but don't like the game they're in? I deal with that pretty often - often enough that you hear about it, too. When I was talking to Brent, another player and myself were asked by all assembled why I continued to play even though at this point, all I had were complaints. I know that it's personal, is why. Because I said I'd sit down and if I leave, it'll be taken as personal slight, and I just don't need that on my plate. At this point, I'm not even sure if it'd be wrong to say it was personal, because my ire is becoming so. But the game is winding down, I like the other players and the character dynamics, and I like playing my character - or at least I used to, before role playing at all had been considered worse then a waste of our ST's time.

This is what happens when, intentionally or not, the gaming environment turns into what's basically an abusive relationship. 

How does that happen? 

Number One : Make it personal. Players who have questions, reservations, or problems with something in the game have a problem with you. If they don't like the game, they don't like you. Questioning a ruling or pointing out a rule is undermining your authority. 

Why Does This Suck? : This is one of the big ones. If everyone is always having a good time, then there doesn't appear to be a problem. In fact, it may never appear that there's a problem, but what's happening is if people know that you'll take it personally if they speak up about something they're not happy with, they may just not say anything at all and all that resentment tends to fester. 

How to tell if it's happening. : Do you have arguments when there's a disagreement about gaming in general? Do you actually get mad? Is there a right answer for every question? Then there's a pretty good chance you're taking criticism a little too personally. Alternatively, if nobody ever has any problems or issues at all, or nobody ever talks about your game afterwards, there's a good change they're afraid to talk to you about it or feel it's not worth the trouble. If, when someone does, it becomes a huge deal that takes up a lot of time, it may not be just the player. I mean, it might. You should ask the other players for their honest opinion about you, and ask what the problem players beef is.

How do we fix it? : Take a step back. Take a really good look at your player dynamics. Are they quiet a lot? If there's a discussion, and you weigh in, do they ever voice an opinion? How do you actually feel? What happens if someone wants to break out a rule book and double check something? Do you feel offended or slighted? Once this starts, it can be difficult for players to trust you again. If you suspect this is the case, try to listen to their opinions and be fair. It's not all about you - they're here to have fun, too. If there's a problem with a ruling, maybe ask the group what they feel is fair in general. You might get a good compromise or consensus.

Number Two : You're the ST/GM/DM and you're pretty miserable.

Why does this suck? : Well, you're unhappy. You should be having a good time, too. And besides, an unhappy ST makes for unhappy players. Work gets deferred, the game might be half-assed, or you can take it out on your players in other ways. 

How to tell if it's happening? : Are you tired before you're about to run? Do you often put off making the game in order to do other stuff? Do you resent your players for asking you to run? Do you feel too harried, or feel like your players are running you through the ringer? You could probably be getting more out of this.

How do we fix it? : Well, lots of things can make you frustrated. For me when I was running Mage, it was a number of things, and I wasn't honest with myself about it for a while and eventually ended up resenting some of my players. So, first of all, if you're not excited about running for whatever reason, step back and be honest with yourself. Are you running too often? You may need more time to come up with a game and still have time for other things in your life. Maybe spread the sessions out a little. Did the game turn into something that you didn't expect? The game my players wanted to play wasn't the game I wanted to run, and in the end, I stopped doing anything at all. You might need to talk to your players and see if you can make compromises in the game style - occasionally run some themes and then others. In the end, if you can't be happy running the game, you might need to step down. 

Number Three : You're railroading.

Why does this suck? : It depends, to be honest. Some players are perfectly happy going from plot point to plot point. As I've heard it said, sometimes a railroad is fine if the landscape is great and the accouterments aboard the train are pleasant. The harder you stick to the railroad, though, the less agency your players have, and that can be frustrating. If they're a bunch of nuclear powered murder machines with a solar powered spaceship, for example, and you get cross when they fight back against some muggers you wrote into the script, they're probably going to be pretty befuddled. 

How to tell if it's happening. : Look at your game. If your players do something you don't expect, what do you do? It takes a lot more effort to run a game that might potentially go off the rails, so if you don't have anything planned, do you try to put them back on? Does it get a little ridiculous? Do you get frustrated when players don't take your plot hooks or try to do something you didn't expect? If you chew out your players for going off topic, spending time role-playing, or trying to get them 'on task', you might be railroading them. 

How do we prevent it or fix it? : Hard work. First, ask your players what they want to do a little ahead of time. Like, what kind of game they're interested in and what their characters would intend on doing. You can fill in empty spots of your game that way, so you're not caught as off guard. Have some pre-generated characters written up in broad templates so that they can take a role in the story should you need someone on short notice. Be clear about what kind of game you'd like to be running and make sure everyone's on board in the beginning so you're not trying to force one game while players obliviously go in the direction they'd prefer, and be willing to flesh out your game environment a little ahead of time so there's actually terrain to walk around in. 

Many players are perfectly happy to take ST cues about which direction to go in, as long as it seems interesting and fun. If you and they are on the same page before things ever start, then you're already going in the right direction. Instead of a railroad, try to imagine it as a highway with an off road vehicle. It might get rough once you're off the well-paved road, but at least there's somewhere to drive and the players are equipped to deal with it. 

Now, as for my character, I still don't know. I'm not nuts about the story the ST wrote but I want to do something for my PC where I can explore her character a little bit. I wanted a little more freedom in story and I didn't get it. Well, it's actually a joke in our group how little I actually get to play, even, so you might imagine how I feel but it's gotten to the point where the whole group's staring off into space while we're spoken at. I know nobody cares about my PC, but I might go ahead and write some stuff for her just so that I can retire her with a little bit of dignity.


There are days, and I think a lot of people can associate with this - especially people who suffer from depressive tendencies - where you kind of feel like you should be commended just for making yourself presentable. I'm having trouble getting stuff I need done done, so I've literally got 'shave, shower, dress, brush teeth' on a to-do list. I can only cross it off if I do all of them. It's just some phenomenally basic shit and I acknowledge that, but if it works, it works. I no-shit kind of image myself getting some kind of bullshit gaming trophy for doing it like, I don't know, I finish doing all of those things before noon and a little beep goes off and it just says, "Presentable". 

And I think, "Yesssssssss." Pride is not my fatal flaw, everyone, and I really don't mind telling you. 

So, I've been kind of depressing lately. I know it's a drag. I'm not trying to be a douche about it. Political rants are probably my least commented upon posts, and that's fine. You all know I just need to get it out of my system. And I've been trying to post something fun and constructive about role-playing. It just keeps coming out as a shitty rant every time, which I realize about halfway through and decide to do something else rather then bore you like that. 

I choose to bore you like this, instead. You're welcome.

I use Exalted as an extended metaphor for gaming in general, because it's what we're playing and at this point, we've been playing for a very decent amount of time. Our gaming group is beginning to grow fatigued at the same time that I'm getting even more excited because we've finally hit that critical moment where we're movers and shakers and where the ST can't casually put something large on the table and say, "You can't." because we're Exalted and we probably can. Personally, I like that empowerment. I've been on the other end of it, having pitted extra large, extra potent enemies against my players and having them mow over them like so much dry grass. They shouted and cheered and high-fived while I sat there chagrined before I also smiled. 

"What the hell." I thought. "Look at how happy these people are."

So, that's me pouting. We're just about bad-asses if we arn't already, and our ST's sitting there saying, "Ok, let's pack it up." My suspicion is that it's basically become too difficult to easily move us from one point to another, multiplying the stress and work of the job. That's a post for another time, but there's nothing to be done. Let's have the boss fight, kill off most of the PCs who've been stressing the ST out (I predict Panahon dies in the final fight almost ignominiously, so I'll be pulling out all the stops to avoid it.), and wrap this shit up. The end. 

The real deal is this, though. I know Exalted has social combat and three out of the five characters are different kinds of very social characters. We've got the lifelong socialite, the clever politician, and the ecstatic performer, so we've got three wildly different angles at least for us to approach social endeavors. In the previous game, we had an Abyssal who specialized in Presence and another who had attempted to dabble as a writer/calligrapher before it was made clear that this Wasn't That Kind of Game. I have never seen a social combat at our table. 

It's not for lack of trying. Rarely a game goes by without at least one of us requesting to roll Join Debate. We're typically just completely ignored. It's a potent response. Either hold the game up like a douchebag insisting on rolling dice (which I do sometimes, and I'll get flack for it) or move on with a game proceeding too fast to actually bother with playing it. 

Now, this is where I want to complain, but instead I'll end with this. The above? It's ridiculously frustrating. If you're the ST or the DM or whatever, and you don't like the social mechanics, I can understand. Everyone has an opinion about that kind of thing, and the discussions can get volatile. But what it really boils down to is, if you have a table full of people who are requesting to use these rules, who have invested experience points into those skills (which means they've invested real life hours into them), make them count. Use 'em. Try it out. Throw your players a bone. And don't do it half-assedly and don't do it spitefully. The best way to ensure that everyone has a shitty time and you do too is to purposely fuck shit up.

The game is not a race. Play it, don't watch it.


atolnon: (Default)
( Nov. 25th, 2011 10:50 am)
I'm fine with Thanksgiving, since it's always been just a day for me to go over and see what my dads side of the family is up to. Uncles, aunts, and cousins or whatnot. My uncle puts on a good spread, and we talk about some stuff, but nobody has to fly anywhere for the holiday or anything like that, and the whole event is pretty low key. I've gone on the record in the past with not really liking holidays, anymore, but I do enjoy dinner, so it's hard to go wrong.

I ran a one person WoD mortal game on Wednesday as kind of an introductory game for a horror campaign. Katie's playing at the moment, and we might have as many as three people (my preferred amount) playing in a few weeks, but for now we're kind of running on one.

Since I've spent a lot of time complaining, it's time to see if I can put what I've learned to good use. I know that I've been just as hard on myself as I have been on others, so I was nervous when I began the session but felt pretty good about it about an hour in.

There was a moment when Harry, the PC, was informed that the person he was doing a photo shoot of an area for has been completely incommunicado for several days, which indicated that he wasn't ignoring just him, but everyone and someone else had been assigned out of hand to replace the contact. Since there was a photo shoot the day of, and Harry had the location information, he had two reasonable choices - just go to the shoot and do his thing or contact the new person in charge and re-verify.

Harry chose the latter, and woke up a university college professor on a Saturday morning. I realized that the professor probably wouldn't realize that there was a shoot today, since he hadn't been supervising the photography or the staffing, so he wouldn't be expecting a call. I didn't really have any idea who this guy was, to be honest, he was just a name on a paper - a tertiary contact.

Did I mention that I hadn't really planned the first game? I just kind of made a character up on the spot.

Likewise, I hadn't planned on most of the game. I knew that the contact had been largely missing for over a week, but hadn't really given a lot of thought to how people reacted to that. What do people do when an un-tenured college professor who's known for a sharp mind and overall reliability and diligence goes missing? Well, probably fire him, but word was a little slow in getting around. His TA, I figured, had taken over for a lot of his duties and everyone else just assumed he was suddenly bogged down. I just knew I had to get that information across but still have something to do for this game.

I was later asked what would happen if the other professor wasn't contacted, and I thought for a second and said, "Well, he didn't know he was taking over for the duties of Prof. Parker, so he wouldn't ever have shown up; neither he nor the administration had the schedule for the shoot. The history grad students would have, since they were the grunt work for this project and already knew, so you'd have shown up and they'd be the only ones there with only a vague idea of what you were supposed to do. You probably would have had to do it without anyone else but them."

And then I realized why it was so tiring to run this game, even though it was pretty light. I was literally creating the entire game on the fly as a staging point for the parts of the game I had notes for. Whew.
I intended to write this yesterday, but I really couldn't make any single thought line up with another, so you get it this morning instead. Lucky you. Anyway, Dragon Age II is the subject for today, and because it's a somewhat more substantial game then some that I've been mucking about with in my idle hours (like Lord of the Rings, which is fun but, like Fallout, mostly a series of very pretty fetch quests).

It's smoother and prettier then DA : Origins in that it's quite serviceable. The strength of the game is, I think, entirely based on its party dynamics. The main storyline isn't anything to write home about. It's in three parts, it's a little disjointed, and mostly serves to provide atmosphere and impress upon you how your characters station changes from being a broke refugee to someone who's a mover and shaker of the city you inhabit. Other then that, it's really just about party reactions, who you want to romance and how, and walking from place to place lighting monsters on fire.

If that sounds condemning, I don't want it to be. First of all, I really enjoyed the game. What that means is that I felt the party dynamics and each characters personal stories (including the main) really are the spotlight and the main plot is really just something in the background - almost a sidequest that you use to get Friendship or Rivalry points for members of your party. Each individual arc has a story that's solid, but I almost didn't realize that they didn't really hang together until after it was all over and I was listening to a Zero Punctuation mention that. So take that for how you will.

The game itself is pretty fun, and not terribly difficult. I went ahead and played it on Normal and I think that there might have been one fight that really gave me any real trouble the entire time. I'm pretty sure that my setup wasn't always optimal, but you can do pretty well with just putting one or two fighters in your party, one or two mages, and zero to one rogues. There. That's all you need to remember to succeed, except that it never hurts to have a lot of healing items just in case.

The end gets a little tough in spots, but honestly speaking, I had more trouble with something that appeared to be a random encounter then I had with the end bosses. Something to think about.

The power trees are fun and you get a decent number of characters to explore them with, but since they all come with a personalized specialization, they each have a default and that's the one you'll end up picking. There are lots of trees and equipment that say "If you come back to explore the other relationship options, here's some stuff that will make your game-play experience a little different." That's pretty thoughtful, anyhow.

I also enjoyed the more narrow story line and scope. The game makes a story about a single city about as epic in feel as the story of someone who saves an entire nation and to put a finer point on it, the city of Kirkwall feels roughly about as large as the entire kingdom of Fereldan. That's probably an issue with the technical capacity, but it feels like a populated city - especially the lower class districts, but overall that trend allows you to focus on the fate of somewhere your character actually lives and erases the weird feeling of having an unlimited amount of time to travel between towns in order to deal with an immediate threat.

There are some technical issues that I found to be mildly frustrating. First, I'm lead to understand that they rushed the release and it shows. Instead of cutting out large swaths of story, the dev team seemed to have taken the interesting approach of just reusing the same dungeons over and over again and blocking some of the places off. It has the weird effect of making you feel like people keep going to these places constantly, but changing the names. Even though it's plainly obvious, I don't really mind all that much. A cave is a cave is a cave, and at least once I get to know the ins and outs of this one, I don't have to spend a lot of time trying to remember where it goes.

Second, they made the decision to allow you to locate craft items while you're wandering around dungeons and once you've found one, it's always available. To craft items, you either go to the market or you go home and order them. This, I feel, is a pretty big step up for crafting, and I appreciate it but there are problems with it. First of all, if you miss some then you're out of luck for good because you can't go back. This is because of how they've modeled the dungeons and the biggest drawback to how they did it. I was faced with the option of crawling inch by inch through terrain I've already been through half a dozen times or just finishing my missions, and I picked the latter which meant that I could make exactly one of many different potions by the very end of the game.

So, nice try I guess. Luckily, like I said, the game isn't that hard and the potions and poisons just arn't that critical so if you want to blow it off like I did, you won't worry about it. Second is that there are a lot of vendors spread out. You can order potions and stuff from the comfort of your home but if you want to buy shit in the markets, you've got to brave wild load times in order to get them and you can only compare wares against people who are currently in your party. Better idea : you have a manservent starting in Act 2. Let him compile a list of wares, buy from that, and ignore load times. When in the item purchase screen, let it compare stuff to everyone all the time. Problem solved forever.

This is getting extremely long, so let me just say that I enjoyed the game again. The character dynamics are fun and the problems, even though extremely noticeable, rarely actually detract from what you're doing. I'm sure I'm going to come back and talk about a few other aspects of the game I'm interested in discussing in ways other then a review. I haven't played a huge number of RPGs and I know I'm late to this particular party, but I think that if you like fantasy and RPGs, then Dragon Age II has earned a spot on your shelf.
atolnon: (Default)
( Nov. 11th, 2011 01:20 pm)
There's never enough time even if you're extremely diligent and on the ball so I guess it's easy to imagine how I would be looking at my short term to-do list and still notice that I'm going to come up lacking something by the end of the day. I mean, I feel like that every day. I'm just saying there's a good reason for it.

I did end up finishing Dragon Age II. It's better then Dragon Age : Origins, which was a fine game in its own right, but it's not without its own quirks, problems, and attendant issues. I'd prefer to talk about that tomorrow in its own separate post.

Obviously, you're still seeing the Occupy stuff on the news, the internet, or really anywhere you opt to look. Step one, if you'd have asked me, is to get your voice hear. Occupy the media, if you will. You can't really even begin to start speaking until you get someones attention. As far as that goes, I think there has already been a lot of people speaking to the accusations that the Occupy groups are unclear or simply have nothing substantial to say, but other rebukes to that aside, you're really not going to get thousands of people across the nation, not to mention the globe, without having - if not one specific issue - a broad base of issues that fall under a general heading of 'inequality'. I don't know if I have a lot to say about it specifically, anymore, except to continue to voice my support, but I'll let you know if something concrete comes up.

Briefly, our Exalted game continues to run. Unlike Occupy, I have a lot to say about this, but I'm trying to determine if any of it is actually new and if any of it is actually useful. One thing I can say in definite terms is that one of the problems I've mentioned in the past, which I've mentally dubbed 'The Tyranny of an Agenda' continues to dominate the game. We're in such a rush to get 'through the game' that a lot of the individual bits are actually just washed out.

By way of example, there was a zombie uprising in a town spread by illness. We actually saved villagers in a montage of all the fucking things and didn't roll any dice at all in order to do it. I rolled to pilot our airship and actually had our ST turn to look at me and go, "What are you doing?"
"Rolling to see how well you pilot the airship."
"There's no need." and then he told us what we did to rescue the few survivors who we unceremoniously dumped into an adjacent field. The only attention they received was the coin I insisted I give them - an act that was not just ignored by the ST, but by our entire group. We then went to a show down with a characters old mentor where nothing happened but us receiving a part of a prophecy that showed us something our old characters had done several years ago in a plot point that had yet to occur in this game.

Result of a 5 hour game? Nothing happened at all. There was one dice roll that had any effect. Let me tell you that this was not a fun game. It wasn't a game at all. The end.

There, looks like you got a rant anyhow. I apologize, but I guess I needed to get that frustration off my chest. I literally could have not showed up and asked for a recap when we were done and had exactly as much of an effect on the proceedings. It feels like I'm playing the character in a JRPG who gets left on the airship while the others players do stuff and my guess is I feel like that because it is literally what happens every single game.
This is all extremely contingent on your preferred play style, so let that be your warning.

I've learned a lot from playing role-playing games and just thinking about what worked, what didn't, and how they made me feel. If you're the Storyteller*, you've got to know your group as well as play to your strengths, but when it comes down to it, I feel like you've got to give the characters something to do or get out of their way.

Let me provide an example.

We've been playing the same Exalted campaign for a while. It's had its ups and downs, but at the moment our group of characters are in a lot of trouble with their superiors for doing what they were told and ponying up an ancient, potent artifact. It was stowed away in a near-impenetrable vault and guarded by one of the most storied legions of soldiers Heaven could muster. So, naturally, the invincible uber-NPC bad-ass storms Heaven, beats an entire Legion into the ground, and wrecks it. 

We are held accountable, our group dissolved politically, and we are placed under house arrest.
The reason for it aside, it seems like a pretty good time for us to really show our stuff and break out of Heaven, A-Team style, right?

No. We talk for a while, because we were foolishly all left in the same house, and came up with a plan. As soon as we had something we thought would work, using all of the resources we had at our fingertips, in walked potent NPC soldiers in the service of the most powerful statted NPC in the game and... bailed us out.

This is a particularly egregious example and, lets face it, sometimes it's interesting to be put in so over your head that it's a relief when you realize someone else is willing to go to bat for you, but in this case it's each time, every time. I realized that there was literally never a time in this campaign where we weren't completely shown-up, bailed-out, rigged-against or auto-defeated. My most spectacular success in combat was against a mortal with enlightened essence. My other two fights were against someone who was designed to one-shot me in a friendly contest and an ancient Dragonblooded character who had done nothing but fight for 300 years that after the game, our ST chortled about how there was no way we would have been able to defeat his pet NPC. 

That's no way for a martial artist concept character to live.

But I'm not laying all that out there just to complain. Really, I mean it. Most of the story is very interesting - especially the parts where we're actually in it. But that's what I'm talking about. The game is already populated by characters that are cooler and more powerful then we are, and when we succeed, it's usually by fiat. And as a player, I'd like to play.

As a Storyteller, the above scenarios are extremely seductive. It's easy to get attached to NPCs, for example, but maybe most seductive is that it's extremely easy. All you have to do is come up with a reason the PC plan doesn't work until you have something happen. It's the inverse of the rule that the ST can always kill you by making the numbers big enough - simply, just make something's numbers even bigger, and that trumps the other big numbers.

It's also extremely boring, because after we've run through all our plans and seeing them fizzle, we were literally relegated to sitting at the table saying until one player said, "Well, maybe something will happen and things will turn out ok." Which is, incidentally, exactly what happened. Nothing you do at that point is a plot twist. The result is the same no matter what happens, because the PCs have no control whatsoever.

I suspect there are three things going on here, and they're all potential poison to games. The first is an old school issue - don't get to attached to your NPCs. I'm as guilty of this as the next person, but what I really mean is that you can't let these personal creations, no matter how cool you think they are, become the star of the game. They're not. And when you make them the star, your game sucks.

Number two is the ease I brought up. It's tempting just to include the solution and avoid all the dice rolling, the rules lookups, and the general slog that actually playing. If you don't have stats for any NPCs or really have anything besides a scenario map, you might not really have a good recourse between just deciding pass/fail.

Which leads to number three, and probably the most insidious of the traps. The idea that this particular scene just isn't that interesting. As the Storyteller, you want to get to the fun parts, and this scene doesn't contribute, but for some reason, the PCs are just intent on sticking around and monkeying around with stuff that they really don't have any business in monkeying with. Forget it, guys. Move on. Let's go; we're doing big things and this isn't it.

This happens with any game, at some point, but I feel like if you're not willing to play with the mechanics, there's not much point in playing at all and it's time to get into some collaborative short story writing. I'm not putting that down, because it can be really fun. Hell, we do it all the time. The point is, unless we're willing to actually get down and roll dice in good faith, there's zero point at being at the table for this. Let's break out the drinks and watch some movies or playing some Mario Kart, ok? Sometimes this means the game's not going to go as fast as you want it to. Sometimes you'll get through one scene or even less. That's ok! Time is relative around the table. Change your perception - there's no need to rush. You're not trying to 'get something done'. It's not a chore. Have fun with it!

* Or Game Master, or Dungeon Master, or really anyone running a game for you friends.


atolnon: (Default)
( Sep. 14th, 2011 02:04 pm)
I'm pretty self-conscious about venting, even on my own LJ - a place online that's basically synonymous with angsty complaints about things that nobody else cares about. So let's let that be, and move on.

I added Dragon Age : Awakening to the list of completed games a few days ago, which should free up a little time to devote to other things, like a convention costume and some writing I'm really close to completing. Katie's pressing me to begin Dragon Age II, but that's probably not going to happen until October. I had buckled and paid something like 15 bucks for some downloadable content - The Stone Prisoner, I guess. I really wasn't impressed.

I got one new dungeon and a character that I didn't need. Katie really liked it, so I know that there are people out there that are enthusiastic about this stuff, but I felt a little cheated. Awakening, on the other hand, was plenty of fun. I guess I played it for about 12 or 14 hours, and you can get through it in 10, but I felt for about the same amount of money that it was a much better deal. Generally, I feel like Bioware's been hitting its marks, even though I know I'm coming late to these parties and weighing in on things that people have already hashed out for ages now.

It's unlikely that I'll play it again, but I'll probably talk about it at least once more after I've thought about it for a little while.

So, I've been thinking about gaming for a while. Exalted, Changeling, running games, and playing in them. I've hit a block where I feel like writing my opinions on this stuff, no matter how much I think about it, is just totally spurious. I've always personally felt like role-playing can be a really great experience; it's not exactly like writing a text, but it's a form of telling a story and playing a game that's smashed together into something that's not just greater then the sum of its parts, but almost becomes something related but different then either of those things. Paying as close attention to role-playing as I did to writing feels natural to me, but these days I don't know if I'm really doing anything more then complaining and when we've got a world as fucked as we do now, I feel like as much relief as it can afford me, it might be so much misdirected effort.
atolnon: (Default)
( Jun. 5th, 2011 03:35 pm)
I avoid buying new games because I've already got such a stack to work through. I mean, still left over from the PS2, you dig? This roster is extensive. I finally got my shit together and finished Persona 4, which kind of left its emotional momentum by the wayside at this point, but fine. Whatever. It was cute, and a little forced, and it's done so if I ever want to talk about it again, I guess that options open to me.

But I probably won't, except as an aside.

That means it's time to decide what I'm up to next. I've got someone pestering be almost incessantly about Dragon Age, and I understand that people are really into it, but I've pretty much had all the generic fantasy setting in video games I'll ever need, so I don't really feel the need. What I have to finish here is :
Rule of Rose
Tenchu : Wrath of Heaven
Shadow of the Colossus
Silent Hill 2
Fatal Frame 2
Final Fantasy XII
Star Ocean : Till the End of Time
Viewtiful Joe
Xenosaga : Episode 1

There's a lot of gold there, and I know that people can feel strongly about this kind of thing, so what I'll do is probably just pick one kind of at random, maybe start a few again, and what I stick with is what I'll discuss. I guess you'll know pretty soon.
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atolnon: (Default)
( Jun. 4th, 2011 11:12 am)
First, I'm going to borrow a meme that I've seen crop up. [livejournal.com profile] asimaiyat and [livejournal.com profile] q99 both posted it, and it makes me a little happy, so Post a comment, and I will reply with one or two reasons why I think you're great. In return, you have to post this same meme on your blog and comment for other people.

You don't have to post it if you don't want to. I can't enforce that.

Lots of little shit, not too much specific gaming shit. My Revised Burning Wheel books are in, so now I've got the Monster Burner and the Magic Burner. I don't really even know if I need these, but I wasn't really going to have another chance and I think they're excellent books. I skipped the Adventure Burner. I feel pretty confident in running if I need to run. My four Wrath of God cards came in for Magic : the Gathering, as well. They weren't very expensive at all because, I think, they're really not the be all and end all of the environments they're legal in. They are excellent, though, for the kind of casual Vintage or Legacy formats they're legal in. When you're just bumming around and flipping cards, wiping the board for 2WW is still great.

I've been really busy at the Bistro. This whole business is currently wrapped up. We had kind of an underground get together where we played Rock Band on the Bistro televisions while hitting the remaining stock up with some friends and Frank's liquor distributor (who sang Dio's 'Rainbow in the Dark' for additional epicness). The Jenna got to stand on the bar surface like she'd always wanted to sing Rock Band and the rest of us finally got to play video games on bar big screens while drinking free beer.

And on Friday, we ended up taking the remaining stock back in to the apartment, so it looks like we robbed a fucking liquor store. I'm not even playing. We have boxes of opened and unopened liquor and wine bottles just sitting wherever. I have absolutely no desire even to pretend to start in on that.

Actually, I've made huge cutbacks in my drinking. It's just become terribly boring and I don't even really like being drunk, now that I think of it. I guess I haven't stopped drinking in total, but it's almost down to the same level as my dessert or soda consumption which, if you know me, is pretty low indeed.
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Man alive, but I am tired as shit. People tell me that others work regular 50, 60, 70 hour weeks; I have nothing but respect for those people if they can do it and not feel dead while walking. I don't get anything out of it, and getting up at 6:45 on a Saturday after a full week of work to do another full day of training is just an utter drag. Work's been really hectic, and we're coming up on mandatory OT, too. There's really no way around it, so I'm going to the bistro today to have someone else make my food for me because I've literally earned it - cash money.

There was something I wanted to bring up earlier which I never, obviously, got around to. A gaming trick that tickled me immensely and that I feel, given my constant bitching and moaning, I really should point out. As a brief bit of background, our ST has been running this Exalted game for a long time. Because we've got gamer OCD, and because he had this idea, instead of just one Exalt, we've played campaigns with almost each different type - Solar, then Lunar, then Dragon-blooded, then Abyssal, and now we're Sidereals. To a greater or lesser extent, most of these have been linear - one game happens chronologically after another. Our ST mixed it up a bit with some chronological overlap with the Abyssals which, to be honest, I panned then and I generally feel similar now. It was a great concept, and but I feel like it stymied us somewhat.

Now he's doing it again, and I think it's a great idea. Because Sidereals suffer from hubris like any other exalt, and we're starting from even a little before the very first Solar game several years ago. The ST has his notes, we have what we remember, and unlike the Abyssals, now we get to fuck with Fate. With our imperfect memories, incomplete notes, new motivations and new loyalties must work behind to keep fate on track - or change it to suit our new wishes. I like that we've been given the tools to salvage or destroy the story that we've made.

Obviously this isn't a trick that you can pull every day. But it's a good example of seeing an opportunity in your gaming and thinking outside the normal gaming perimeters to engage your players at a different level.
In the middle of a rant, a few weeks ago, Brent asked me why, if I have so many issues with the way my ST runs games, I bother to actually attend them.

"The games are a lot of fun." I said. " I just love complaining." Which is partially true - about complaining, I mean. It's not that I love complaining about friends, but I do like talking about gaming, and when I'm not extolling the virtue of something I'm usually in the mood to tear something to pieces. Changeling, for example, is a game I adore from fluff to mechanics, which didn't stop me from lambasting things as minor as the Autumn Courts mantles or the Contracts which, in my opinion, are the most lackluster part of the book.

So. That said, we both know I love Exalted, and I loved last Mondays game which, as I've stated, is run by the very same Frank. So now that my enthusiasm's been made known, let's get in to how I'm engaging this experience system and what shit I'm being forced to put up with in order to do so.

Brent and I are still getting a chuckle out of the incredulity our noble ST exibited with the prospect that my character was built with abilities and skills at rank 5. My explanation for him is the same as it is for you; that when you have hundreds of flashy toys to play with, with their own unique powers, it's really hard to get excited about adding one dot to an already prodigious dice pool. At the point where you're flying around Creation in magic tornado, have a condo in Heaven, and harness the stars themselves to cast blessings by imploring mechanical spiders that weave the plot of the world, getting a little better at dodging doesn't usually count as character development.

And that's the rub, actually. Because on Monday, we got a very solid chunk of experience, but it's still going to be another game before anyone has enough to buy even one Charm. When Charms cost 10, and level 5 on a favored skill costs 9, they're basically on par. And if you want to buy that pinnacle Charm, that requires Martial Arts 5 or whatever, then you're waiting two games providing you get all your exp. When you're buying ability 5, now you're waiting 4 games. 

There. That's it. Paying way, way more for less and it's not waiting twice as long after paying more to get the exact same result - this isn't character development. Character development is coming to respect a teammate even when you hate them. Character development is allowing love to blossom in a dead heart. It's admitting your hubris after your plans have come to ruin. That other stuff? It's ignoring the system at the expense of your self.

What I'm saying isn't that someone has to develop perfect system mastery. And if it makes way more sense to build, mechanically, a character that is slightly inferior in the long term because that's the best manifestation of that character's reality, then that's great. But I do balk, slightly, to be told I'm doing it wrong when I pay attention to the mechanics and plan accordingly. This is fun for me. And playing Panahon ng Kamusmusan, Age of Innocence, aka Amor Agbayani, Chosen of Serenity is fun for me. So yeah, I'm min-maxing. I'm minimizing my frustration with the system and I'm maximizing my fusking fun. So sue me.
atolnon: (Default)
( Dec. 8th, 2010 12:50 pm)
I was talking to Vi online at work, and mentioned that I had been discussing.... something or other that I wrote on this blog - Persona or BioShock or something, when she mentioned that she really didn't like my writing style because it was too dry. I know I'm pretty TLDR, and I've got my hits and misses, but I'm not really sure what to make of that. If you've got an opinion or a criticism that immediately comes to mind, would you mind dropping in and telling me what you think? Positive or negative. I write here so I don't get, like, wicked rusty when it comes to putting text on pages, but I'm always trying to improve my readability.

In the last day or so, I've just been kind of pissed off at BioShock. Part of this is my fault, because I've beaten it before and thought, "Oh, well, I'll set it to Hard." So now I'm pretty late in the game, and things have gotten flat out ridiculous. Suddenly there are crowds of enemies that regular ammunition doesn't even seem to hurt. Like, I unload four shotgun shells and 6 pistol bullets on a splicer I've already lit on fire with a top tier magic thingy, and the asshole has the temerity to waste me anyhow.  Sometimes the bastards get me as I'm literally re-spawning.

Now, some people online have commented that there's really no penalty for death because you just come back in one of the Vita-Tubes. Forget that crap. I'm not an expert gamer, I guess, but I've been playing since I'm pretty wee, and I feel like if I can't kill a crazy hobo armed with a pipe wrench with three well-placed grenades and he can wail on me with two swipes and I'd rather take on the signature big-bads, the Big Daddies because they, at least, drop some reasonable rewards off their still-warm metallic corpses*. I feel like this is bullshit. More ranting inevitably to come.

Oh, hey, so some tractor trailer accidenly mowed so poor motorist down on 270, the lifeline that connects Illinois to St. Louis, and while jack-knifing, ended up jumping the concrete divider and actually closed down 4 lanes of highway traffic going both directions and then caught fire. Everyone going west, and probably also east, were redirected down the 2-lane route 3, which was down to one for construction, and probably not designed to handle 8 AM work traffic for the most heavily traveled route in the area. 2 hours late to work, as soon as I got in, I saw the email asking if people wanted to go home because the phone lines were pretty dead.

So tempted. But it does kinda spit in the face of driving for two and a half hours to get to work in the first place.

My initial entry actually mentioned that "sometimes, you wake up and you've got a bad premonition. Like, sometimes the back of your throat is scratchy, your car's frosted worse then a cheap wedding cake, and something's on fire. Well, two out of three, I guess." Make that three out of three. You can blame this one on me, everyone. 

* Typical reward for killing a splicer in the late game - candy bar, 5 dollars, 2 bullets. Cost? 3 first aid kits, 4 shotgun shells, 3 crossbow bolts, and 13 machine gun bullets.
atolnon: (Default)
( Aug. 29th, 2010 09:37 pm)
The weekend is pretty much over all ready, making it feel ridiculously short. I spent most of my Sunday playing Persona 4 after a late Saturday. Frank's bistro had a trial opening, where they decided to open the doors at 5 PM to the public, but with no fanfare except having told friends and family. The result of the opening was a nearly immediately packed joint - the bar filled up with friends, but the restaurant end pretty much had someone in every table until the end of the night. My assumption is that's good.

On an unrelated note, I really like this : 
www.buzzfeed.com/peggy/michael-ceras-must-see-list
I don't have any verification that's legit, but that's the kind of list I'd imagine Michael Cera would write up. Also, maybe it's just me, but I really like him. I see that he gets a lot of hate from people, or maybe they're just burned out on his characters, but I've never had a problem.

Before I went out to the opening yesterday, I stopped by Gamestop to see what they had in the way of PS2 games and walked out with the last PS2 Guilty Gear game and Shadow of the Colossus. There are a few things going on in that last sentence, though, that interest me.

It may be that you recall a debacle based on Roger Ebert and his opinions of video games and their status as art. (His opinion : They arn't.) After a certain amount of brou-ha-ha in that blog circle and online in general, he eventually replied with this : 
blogs.suntimes.com/ebert/2010/07/okay_kids_play_on_my_lawn.html
I don't really believe in 'high art' except as a social construct, and the definition that I do apply is actually pretty encompassing. (Anything intentionally created in order to provoke a response.) Colossus is one of those landmark games I've heard about but never played. Ever since I heard how great it was, I had regretted not buying it when I saw it sitting in the bargain bin at Best Buy for 8 bucks.

There are many measures of quality in art, and I'm looking forward to observing them in Shadow of the Colossus.

More recently, Jerry Holkins, aka 'Tycho' of Penny Arcade fame posted the following :
www.penny-arcade.com/2010/8/25/ - Words and Their Meanings, relating to customer status and the used game market. Gamestop is far and away one of the most easily recognized names in used gaming, and in this area, the Slackers chain is kind of similar. I use Gamestop in a similar way that I use Amazon; basically in the pursuit of games that are no longer in production. Most of my game purchases fall along those lines, actually. I don't know the last game I bought that was recent at the time of purchase. Probably Nights 2, for the Wii, and like all my Wii purchases, it was a gift for someone else. Even my PS3 purchases are me playing catch-up.

In many ways, this makes me exempt from the whole discussion, but it still made me think. The stance that Jerry and Mike took wasn't that used game purchases should be illegal, but that when you're buying used, you're not buying new. And if you're not buying new, then your dollars are going to someone that's not the developers. I think that requesting full serviceability from games that one purchases used is something you can do, but not something you can demand. I think that his stance on gaming purchase is reasonable, given who he is, what he does, and who he's around. He ends his post with, " You meet one person who creates games for a living, just one, and it becomes very difficult to maintain this virtuous fiction."

For most people, I'd write that off, but Holkins is someone with a very precise grasp on the written word. I feel that, given the nature of the blog here, one could easily substitute the word 'books' for 'games', though, and we reach a point where many people could feel strongly about the argument. Which is true, for what it's worth. The closer you are to the people that produce these things that we consume, the more involved your perspective becomes. He revists the issue in the next post (here @ http://www.penny-arcade.com/2010/8/27/ ) and I think he does himself a disservice by setting aside the issue as a whole in exchange for this one point. However, he does ask the correct questions when he says " Yes, I'm giving somebody money when I buy used. Is that sufficient? What is the end result, and what systems am I sustaining by doing so?"

These are actually questions that can be answered, in that systems are sustained and there is a certain quantity of money that a company will require in order to be sustainable. There isn't really an ethics question to be answered here, simply a matter of what agenda you're perusing and what cause you'd like to support or, in many cases, a matter of complete indifference to the system as a whole. The agenda in this case is the pocket book and convenience.

While the question can be answered if one's in a mind to do so, I feel that it's eventually moot. Clients like Steam allow games to be downloaded directly to desktop, which is a very, very efficient thing. As a connection to the internet is almost ubiquitous at this point, and as it circumvents the issue in general, while allowing the price on games to come down (which might increase the number of purchases, actually, which would be the whole point), we might be able to sidestep the issue entirely.  At this point, buying new from stores is giving the bulk of our money to those institutions - in fact, all of it, when it's the stores that pay the development companies. I don't believe we're giving money to the developers at all by buying new, but we do influence their paycheck.
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atolnon: (Default)
( Aug. 19th, 2010 08:19 pm)
Time gradually stretched it's way to the end of the day, and I drove home under a gauzy blue sky. Getting too little sleep and being dehydrated will combine into an altered state where a hole opens up. You're just hollow enough for you ego to ferry you about, but you're id is off somewhere else and, reduced from complex wants, craves sleep, water, coffee, and sandwiches (in no particular order).

There are plenty of tired people on 270 in the morning. There are also plenty of accidents.

Vi asked if I wanted to come over and dye hair today and the answer is obviously 'yes', I do want to. I don't want to drive home then drive back to Delmar, then drive home later, but I'd do it if I was feeling better up to the task. It's Thursday and, save coming home and being left alone, little finds purchase with me. I phone Thursdays in. I'm cross with them because they're not Fridays. It's not Thursday's fault. I don't blame it. I am simply forced to acknowledge it for the tease that it is.


When I'm done playing games, I simply uninstall them from my computer. That's the fate Total Annihilation met recently when the program crashed halfway through the plot and I discovered you can't have more then three other players. It's the kind of game I'll probably come back to, but playing it was automatic enough that I felt I'd get more done by uninstalling it and doing something that I was taking a more active roll in. I discovered that you can just build a bunch of 1st tier units and send them over to attack the enemy commander and just kind of automatically win.

Our Warcraft D&D game is pretty much canceled because half our party moved. WoD War 2 resumes on Sunday.
.

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