ICONS #1 – Spectacular Origins Issue!

I was planning to try the Battlestar Galactica boardgame this past Saturday evening, complete with the Pegasus expansion. Unfortunately, I left the invites too late, and only two people were free to take me up on the offer. Three players is sub-optimal for BSG, so instead Clint offered to run a game of ICONS so that we could check out the system.

He and I had both read ICONS in .pdf format, and both had sought the hard copy version out at GenCon because we liked it so much. This was easier for me than for him, because it was just on the other side of the black drape divider between Pagan Publishing (where I was) and Cubicle 7 (where it was). So, we had picked it up, and read it, and were both very intrigued by the random character creation, the pared-down FATE-style rules, and the four-colour superhero defaults.

He, Penny, and I got together to roll up characters – Clint made one along with us, even though he was running the game – and for Clint to run us through a short adventure.

We spent the better part of two hours working out characters, which seemed like a long time for the quick-start, random style of the game. But it was the random style that threw a couple of problems at us. Here are a couple of issues that arose:

  • As with all random character generation methods, there is a significant chance that one character is going to wind up being just plain better at stuff than the others. Or worse. Yeah, you can play with a character that has fewer powers, or lower powers, or lower stats, but we wound up with a situation where one character had less everything than the others. By about 25%. Now, there’s a point-buy method you can use to avoid this problem, and we came up with a simple house rule to avoid the boned-character syndrome (basically, allow the character to buy up extra levels in skills/abilities to meet the minimum point-buy value), but it’s still something you need to be aware of. And then there’s the flipside: what do you do with someone who rolled significantly better on everything than everyone else? Scale the character back? Doesn’t seem really fair. While I don’t worry too much about character balance in games, I do worry about whether the characters have equal chance to be cool in game.
  • The random power distribution can cause some strain in coming up with a good theme for your character. This is offset at least a little by the idea of bonus powers, but it can be easy to forget about those. Gotta remember them. On the other hand, I wound up with a character concept I would never have come up with on my own, and am pretty happy with my character.
  • The book needs an index, or at least a more complete table of contents. Or at least an alphabetical list of the powers, with the page they appear on. You spend a lot of time in character creation and in play looking up your powers, and they’re not arranged in a very useful manner. Well, they sort-of are, but it’s not the best choice. The powers show up in the table where you roll for your powers subdivided by power type. In the Powers chapter, they are again subdivided by power type, then listed alphabetically within that type. So, you need to remember that Precognition, say, is a Sensory power, and not a Psychic power. A reference list or index would have made looking stuff up soooooo much easier.
  • The section on calculating Determination says that each ability above 6 counts as a power for purposes of calculating starting Determination, while the example says each power above 7 counts as a power. It would have been good to have this clarified.

Those issues aside, I really enjoyed the character creation phase. It reminded me strongly of the old Marvel Super Heroes game from TSR, with the random rolls and interesting surprises along the way. As I mentioned I wound up with a character that I wouldn’t have come up with on my own, one that I quite like and am finding interesting to play – a prototype emergency rescue robot with advanced probability predictive algorithms to help him get to emergency scenes prior to the emergency actually taking place. Think RoboCop with precognition, but licensed to fire and ambulance services, and no weapons beyond his strength.

After character creation, Clint led us through a quick setting creation phase. He gave us a short paragraph about an alternate NYC, where repeated terror attacks, the declining economy, and a couple natural disasters had turned it into an urban war zone. We added some ideas about the widened gap between the corrupt, wealthy haves in their fortified townhouses and the desperate, despairing have-nots, resorting to a feudal gang allegiance to stay safe and alive. The New York Restoration Authority, consisting of some remaining civil government along with a few police and emergency workers, bolstered by the US Army, were trying to reclaim the city and bring it back from the brink, but feudalism and anarchy had taken root in the neighbourhoods, and the corruption among the wealthy residents made the outlook bleak.

This gave us a place filled with potential adventures, but with a slightly darker, grittier outlook than standard 70s-style four-colour comics. Think Batman with a slightly-more-friendly version of the No Man’s Land storyline.

The adventure threw together my robot and the voodoo queen of Manhattan (Penny’s character) to figure out what was causing a series of sinkholes to show up along the ley lines of the city, apparently excavated by earth spirits inhabiting bodies of rock and concrete. We chased them down to an underground site where we found a group of people in outmoded clothing trapped in some sort of stasis – the members of the Century Club from our Spirit of the Century games. And that’s where we left it for this session.

With our familiarity with FATE, the system was pretty easy to pick up, though the way you can spend Determination works quite differently from Fate Points, and Aspects are also used somewhat differently. And you’ve got stats! The wider numerical spread using d6-d6 rather than 4dF also threw us for a bit of a loop, and we had trouble coming to grips with what the change in the probability curve meant for our stats and powers.

The combat worked pretty quickly and easily, though it’s easier to take someone out in combat – unless they’re pretty buff – than we expected. Because neither of our characters was a real brick, we had some real problems with the earth spirits in the concrete bodies, especially as they could sandblast us when we hit them. It took some quick thinking and Determination spending by Penny to save our collective butts.

The biggest thing that was different was that all the tests were rolled by the players. The GM didn’t roll to hit; the player had to roll to avoid being hit. As someone who GMs a fair bit, I really like this idea, though I’m not sure if it’s easily exportable to other games where so many things are handled by opposed rolls.

We all had a great time with the game, though, and I think it’s going to wind up an ongoing, if irregular, feature of our group.

Oh, and if you’re interested, here’s the character I came up with:

S.P.E.C.-T.E.R.

Strategic Probability Evaluation Computer – Tactical Emergency Response

Prowess: 7               Intellect: 4
Coordination: 6     Awareness: 6
Strength: 7              Willpower: 6

Powers
Life Support 3 (Breathing, Heat, Radiation)
Precognition 4
Danger Sense 7

Qualities
“I am here to help.”
Wired Into the Emergency Network
Official Emergency Vehicle

Challenges
Public Servant On Call
Inexperienced With Emotions
Shannon Murphy, Maintenance Technician
Archenemy: Infrastructure Network Control Intelligence


Dateline – Storm Point

Yesterday we had the latest installment of the Storm Point campaign. I’ve been working on fitting more into each session of play with this game, because I was unsatisfied with the way it was turning into the fight-a-week club, too similar to the D&D Encounters format. There have been a few specific challenges to that strategy, though:

  • Fights have been too tough. This is sort of a feedback loop: I want a challenge for the characters, so I build a tough encounter, but that means that we only get through one encounter in a session, so I want to make sure that encounter is memorable and challenging, so I build a tough encounter…
  • The actual setting of the adventure is not optimal for highlighting things like NPC interaction and roleplaying encounters. They’re in a ruined dwarven city, looking to repatriate the bones of one of the character’s ancestors, so the place is pretty empty, except for the foul creatures that drove the dwarves out in the first place.
  • Focus is tough in this group. In previous posts, it may have seemed like I was bemoaning this fact and blaming the players, but that’s not the true story. The real story is that we have all been friends for years, but as time has gone on, we see each other less and less outside of the game. So a large part of the enjoyment that we all have in the game is the socializing, and I’m as guilty of it as anyone else. And this is not necessarily a bad thing.

This session, I worked to address the first two points, and wound up doing some work on the third one, as well.

After the interesting combat last session on the crumbling stairs over the lava, the party had found its way down to two different ways into the dwarf city: worked mines and natural caverns. I explained that both would probably lead to the city, but that the mines might be easier to navigate, though more heavily patrolled. The caverns might have less-organized monsters, but would be tougher to find their way through. The group chose the mines.

I built almost identical skill challenges for each path, shifting the DCs as I felt appropriate. The idea was that they needed 12 successes to get through the mines before 3 failures. Every time they made four successes without a failure, they found some raw amethyst in the mine, giving them some interest in the actual skill challenge. Every time they rolled a failure, they would run into a patrol of bad guys. If they had any successes with the Stealth skill, they would have a chance to evade or surprise the patrol; otherwise, they’d have to fight. Twelve successes would see them into the upper city of Silverfalls, while three failures would mean that they had wandered into the caverns and had to get through that skill challenge next.

They made it through the skill challenge with two failures, giving them two combats, and letting them find one cache of amethysts. I threw in an extra cache of amethysts for completing the skill challenge, and because I had pushed the players pretty hard on the final combat.

See, the combats were less of a challenge than I usually make. The group is 8th level – 9th level, after this session – and the first combat was a level 7 encounter, while the second one was level 8. The third, if they had triggered it, was level 10. Usually, I make the encounters a couple of levels higher than the party to make sure it’s a good challenge. The party can handle it, but it means we get through one encounter per session, and the players usually want to take an extended rest after about two encounters, meaning they’re not getting any of the rewards for passing milestones.

We made it through both combats and completed the skill challenge this session, and I was very pleased. We started the last combat about an hour before the time we normally look at stopping for the evening, so I told the group that I was going to be a bit of a dick about running this combat to keep things moving, and that they should be thinking about what their characters are going to be doing before their turn comes up, and that that I was going to limit their waffling time.

In truth, I had to make some noises about hurrying up during the first couple of players’ turns, and they decided I was serious. We got through that combat in about an hour, rather than the two I was fearing it would take. These guys can focus when they want to.

So, we got them to the upper city of Silverfalls. Along the way, they fought drow and troglodytes – and a few demons – and found on the corpses little chits of stone carved with Deep Speech symbols that lead the party to believe that there are aberrations pulling the strings.

I count this session as a huge success for the game, based on the following facts:

  • Effectively three encounters completed.
  • Got through the tougher combat in about an hour.
  • Interest from the players in the non-combat stuff, including some discussion of the history of Silverfalls.
  • Laid some groundwork for possible roleplaying encounters with some of the monsters.
  • Less-challenging opponents allowed the characters to shine, doing some very cool stuff, including a nice teleport bait-and-switch by the fighter and the swordmage, and a very wuxia-style attack by the monk that wound up putting down the boss monster in the first round (assist by the ranger softening the target with a couple arrows).

So, thanks and congratulations to my players. I think this kind of adventure structure is going to make our games more fun.

Oh, and yes. I wasn’t just taunting you with the beholder mini. Fair warning to Milo “GM Weaksauce” Tarn.

Enemy Mine: The Adversarial GM

Had an interesting experience the other day that led to some interesting conversations that led to some interesting musing that I thought I’d share.

Here’s how it started.

Imagine Games and Hobbies is running the D&D Encounters program here in Winnipeg. I do the organizing for them – ordering the packages, arranging the GMs, reporting on the games, stuff like that. I also ran a table through the first season, but couldn’t commit to it this season. One of the GMs wasn’t able to make it to the session this past Wednesday*, so I sat in for him. We were joking about how I was going to do my best to kill at least one of the players.

The game went well, and nobody died, though I had them on the ropes a few times. One of the players, who had played at my table last season, said, “I don’t like this. I want Barry back. You’re too mean.” And this morning, I had this little exchange on Twitter:

Me: Players in #dndenc last night as I was roughing up their characters: “We miss our regular DM!” I count that as a win.

The_Eardrums: @Neal_Rick so that’s what i’ve been doing wrong – all this time i’ve been trying to make it a fun experience for EVERYONE, not just myself.

Me: @The_Eardrums Yep. Make ’em cry if you can. Gamer tears are like candy.

And then I had a conversation with one of my players, with whom I work. She and I talked a little bit about the idea of the adversarial GM, and what that does in the game. It got me thinking and, because I can’t seem to have an unexpressed thought*, writing.

The Adversarial GM

There is an inherently adversarial relationship that roleplaying games set up between GM and players. The GM, after all, is the one who designs the opposition and, in many ways, personifies the conflict. It’s the GM who gets the yea or nay vote on whether cool plans work, and whether the characters succeed in their goals. When a monster kills a character, it’s the GM wielding the offending dice. When a character falls into a pit and gets impaled on spikes, it’s the GM who put that pit there. When a thief picks a character’s pocket, it’s the GM who made the thief do it.

The GM is the adversary, right?

Some games go farther to encourage this than others. Paranoia goes perhaps the farthest towards making the GM the bad guy, but Amber does a pretty fair job of it, too, and I’ve got to say that Blowback seems to do it pretty solidly, too. Most game talk about how the GM is supposed to work with the players to make a good, fun game, but in the end, the GM* is the one who comes up with the opposition, the conflict, the failures, and the consequences*.

When you walk into the dungeon, or start the shadowrun, or decide to investigate the haunted house, or whatever, you know that your GM is just waiting to lay some hurt on you. And you’ve got to use all your wits, resources, rules-knowledge, and luck to escape with your life.

It’s all crap, of course.

The Absolute Power of the GM

I’ve been gaming for the better part of three decades. I have run, and played, so many games that I can’t keep track of them. And I came to the conclusion long ago that the GM can kill the characters, using the rules and playing fairly, any time he or she wants. If you factor in the ease of cheating*, characters don’t have a chance. The GM can kill them on a whim.

If you accept the above paragraph, it’s obvious that the GM cannot be a true adversary, or the players would keep dying.

This leads to the tendency among GMs to want to be seen as tough but fair – if you play at the top of your game, you can beat the GM, but only if you play at the top of your game. It’s the player-on-the-other-side syndrome, as expressed by Aldous Huxley, who might as well have been writing about RPGs, GMs, and players when he wrote this:

The chess board is the world, the pieces the phenomena of the universe, the rules of the game are what we call the laws of nature. The player on the other side is hidden from us. All we know is that his play is always fair, just and patient. But, also, that he never overlooks a mistake or makes the smallest allowance for ignorance. To the man who plays well the highest stakes are paid with that sort of overflowing generosity with which the strong shows delight in strength. And one who plays ill is checkmated without haste, but without remorse.

There are a couple of problems with this approach, though. Metagame thinking enters play in two equally dangerous ways: first, the idea that the GM will never pose a challenge to the players that they can’t overcome, and second, that there is always a right way to solve a given problem. The first type of thinking means that the GM can never scare the characters away with a challenge, forcing them to back off and find a different way*. The second type of thinking can lead to a lot of wasted time as the players try to find the secret WIN button to solve the problem.

All of this is also crap, of course.

The Hidden Power of the Players

In reality, the players exert tremendous power in the game, through their ability to walk away. If players leave the game, the GM loses power.If the GM is going on his ultimate power trip, demanding top-level tactical and strategic play from players who really just want to talk to NPCs and pretend to be nobility, the game’s going to evaporate. If the players aren’t getting what they want, they won’t play. That’s why a lot of early GM advice books talk about how important it is for the GM to make sure the players are having fun, even at the expense of his or her own fun.

This power is subtle, because it’s mainly social, but it’s dominant, because players tend to outnumber the GM. A group of players with a united vision of the game can impose that vision – and associated play style – on the GM, just by the way they play the characters, the things they decide to attempt, and the interest they show in the various plots the GM shows them. So, in a lot of ways, the GM is always at the mercy of the players, driven to perform for their entertainment. Of course the GM is going to be adversarial.

And this, also, is crap.

We’re In This Together

Well, the three points above aren’t really crap, as you probably know. But they are incomplete in and of themselves. It’s a mix of all three of them that produce the power dynamic in a game.

Gaming, as I’ve said before and will say again, is a social activity. There is an expectation that people in a gaming group – players and GMs alike – will adhere to the culture of the group, behaving in a manner that reinforces the shared values and practices of the group. What I mean is that, if you’re playing with your friends, you still act like you’re friends when you’re playing.

Really, everyone has walk-away power. If the GM isn’t having fun, no more GM. If the players aren’t having fun, no more players. And the social pressure that shapes the nature of the play experience comes from both sides of the screen, so the GM has a big influence on the type of game – of course.

But there is an adversarial factor in the role of GM. Of course there is. There has to be for the game to work. But it’s a false adversarial relationship, because of the true goal of the game. What’s the true goal of the game? Well, it’s not to beat the monsters, or win the hand of the princess, or even to hang out and spend time with your friends.

The Evocation of Cool

In my opinion*, the true purpose of playing in a roleplaying game is to create a story that abounds with moments of cool, for various values of cool. What I mean is that the cool that I’m looking for in D&D is a different kind of cool than what I’m looking for in Trail of Cthulhu, and both are very different from the cool I look for when playing Fiasco. Hell, the kind of cool I look for with different gaming groups playing the same system will vary based on the group.

But I’m always looking for the cool, whether as a GM or a player. And I do what I can to bring moments of cool with me to the table.

See, as a GM, it may seem that you have the best position to produce cool at the table. After all, you control the environment, set the challenges, lay out the story development, all that good stuff. The players just bring their characters. But there’s a reason you’re playing a roleplaying game and not just writing your online novel: the true moments of cool, the best moments of cool, all come from an intersection of ideas between the GM and the players.

It’s not the shattered, ancient stone stairs over the pool of lava that makes that fight cool, it’s the characters leaping from platform to platform over the gaps while doing their best to fight off the phase spiders. It’s not the short audience with Odin that makes the trip to Valhalla cool, its the scene where one character tries to bluff his way to a better seat in the meadhall. It’s not the crystals growing inside one of the characters that makes the Chaugnar Faugn encounter cool, it’s the frantic use of speakers and high frequencies to shatter those crystals.

The evocation of cool is the responsibility of both the player and the GM, because only when both sides are working for it will it truly be memorably cool.

All The Sweeter

But let’s get back to the adversarial GM idea, because it factors into the evocation of cool in a special way.

As GM, you are expected to act as an adversary to a degree, simply because you are the one who produces the bulk of the conflict, difficulty, and challenge in the game. You pick the monsters, lay out the traps, set the mystery in place, do the NPC’s scheming, and generally work to make life more difficult for the characters. That’s part of your job.

And in order to maximize the cool, you need to make sure that the challenges are actually challenging, as well as making sure that they’re interesting. The players want the excitement of being challenged in game, whether they’ll admit it or not, both because it’s more interesting, and because they will value their achievements more. If you hand them a great reward, they want to feel as if they’ve earned it*, or else it doesn’t really mean anything to them.

What this means, though, is that you need to be able to judge their capabilities properly, and set the challenge at the right level. Often, this may mean having to adjust things on the fly, making sure that things are just difficult enough for what you’re trying to achieve, and no tougher.

Now, that’s not to say you shouldn’t throw the characters an easy challenge from time to time. It’s vital that you do that, because it will emphasize both how much tougher the tough challenges are, and how much more capable the characters are becoming. In fact, having the bulk of the challenges be of low to moderate difficulty really underlines when you’re taking the gloves off.

Perils of the Adversarial GM

Yeah, so the GM has to act, at least in part, as the adversary. But never, ever, ever should you start to believe that you are, in fact, the characters’ opponent – or worse, the players’ opponent. It will kill the fun, both for you and for the players, and may even threaten friendships.

I’ve talked before about the way Amber sets up an adversarial relationship between the GM and players. While the general notions are fun, the game went, I feel, waaaaay too far in making sure the players knew that the GM was there primarily to screw them over. That bred such an atmosphere of distrust in the game – a game with no dice, so nothing could be blamed on luck – that, as GM, I felt constantly on the defensive about every decision or judgment I made. Players would always seek to find away around a negative answer from me, and I had to resort, far too many times, to the sorry answer of, “Because I’m the GM and I said so!”

Another friend and I had an ongoing problem for years that we had to work hard to overcome – it was a weird competitive thing that neither of us was aware of. When I ran a game and he played in it, I would do my level best to crush his character. When he ran a game and I played in it, he would do his level best to crush my character. It got to the point where the other players were convinced that we were going to come to blows over some slight in the game. The truly bizarre thing was that neither of us was aware of doing it at the time, yet it was painfully obvious to everyone else at the table.

What we’re talking about here, of course, is trust. You need an underlying atmosphere of trust beneath any adversarial relationship that develops between players and GM. The players and GM need to trust each other, and each other’s vision of the game, enough that they can strive together for those moments of coolness that make the games worth playing. Even if it looks like someone’s being a dick, if there’s a solid level of trust that’s been well-earned and respected throughout the game, that someone will get the benefit of the doubt* that there’s a non-dick purpose in it.

But abusing the trust, intentionally or unintentionally, will cause the trust to evaporate, and the adversarial relationship to blossom in the most negative way. These kinds of things can sneak up on you, and really sour your games. Remember, you’re playing the role of the adversary; you’re not actually the adversary.

There’s only one way to make sure this doesn’t happen, and that’s to talk. Check in from time to time, as GM or player or just as friends, to see how the game is going, and what people are enjoying and what they’re not. Don’t let things fester – drag them out into the light and fix them. It’ll make the game work better, last longer, and be more fun.

 

Those are my thoughts after my discussions earlier this week. I hope they make sense; I’m just glad to get them coherent enough to write. The subject is a tricky one, but I think I’ve sorted out my position well enough in my own mind.

What about you folks? Any thoughts? Let me know.

 
 
 

*Feel better soon, Barry! Back

*I heard that, Sandy! Back

*GM-less games, of course, spread that burden among the players. Back

*Of course, the GM also comes up with the allies, the celebrations, the successes, and the rewards, but mostly we overlook that, don’t we, players? Back

*Which is just a pointless dick move. Back

*Well, he or she can, but it tends to elicit cries of railroading. Which may need to be another article in the future. Back

*And it should be obvious by now that that’s the only opinion I truly care about. 😉 Back

*Here’s a neat idea for a game that I’ve seen work very well: give the characters a huge sum of money, or a magic item, or whatever kind of reward the game system allows, with no strings attached. If you’ve got savvy players, they’ll immediately start worrying about why, and you’ve got an entire scenario based on them trying to figure out what’s going on before the other shoe drops. Back

*For a while, at least. If the trust is not rewarded, the benefit of the doubt will evaporate. Back

Adventure Construction

I’ve been doing a lot of thinking about building adventures over the past couple of months. I want to talk about what got me to thinking about this, and about what thoughts I’ve had.

When D&D 3e came out, for a long time, I ran nothing but D&D. Right up into 4e, in fact. And D&D made up the bulk of what I was playing, too. Now, before 3e, I was running a much broader variety and range of games – Vampire: The Masquerade, Mage: The Ascension, Call of Cthulhu, Nephilim, Amber, stuff like that. But D&D was fun, and easy for people to get into, so I started doing more and more of that.

Lately, I’ve been running less and less D&D, and more and more other games. I’ve found that – well, this sounds needlessly harsh, but it’s the best way to describe it – running so much D&D has caused my adventure-building muscles to atrophy*.

Don’t get me wrong: I love D&D. I love playing it, I love running it. But it focuses on a very specific type of adventure – one that is easy-to-access, simple to understand, and driven by external conflicts. Now, I don’t want to get into a huge discussion about all the exceptions to this because, yes, it can be run in other ways, with different types of adventures, and all that. The fact is that the support material – the adventures, the articles, the advice in the books, the entire Building Adventures chapter in the DMG – all focuses on producing that specific play experience, for good or ill*.

So, when I started looking at running other, different types of game, I found myself reiterating the D&D adventure model, whether it fit the game or not, because that was the style of game I was most familiar with, and most comfortable with prepping and running. That left me* vaguely frustrated and unsatisfied with the way I was running these games, which led me to go back to first principles and start thinking about what adventures are, what they aren’t, and how I like to build adventures. Here’s what I’ve come up with: my universal adventure-building checklist. It’s high-level thinking, and doesn’t get into the specifics of how to build a good adventure for any specific system – just my sort-of metathinking about adventure construction.

1. Know Your Audience.

The group playing in the Storm Point game is very different from the group playing in the Hunter game, which is different again from the group playing in the Armitage Files game, which is different from the group in the Fearful Symmetries game. There are a number of factors that contribute to the kind of adventure you’re going to create:

  1. The focus level of the group. Storm Point is beer-and-pretzels D&D, with a lot of out-of-character discussion, distraction, socializing, and occasional viewings of YouTube videos. Fearful Symmetries tends to focus strongly on the game pretty much from the get-go, with few tangents, and the players keeping track of multiple storylines. They require different kinds of adventures.
  2. The interests of the group. My Armitage Files players are interested in the creepy mysteries, with nice touches of historical accuracy, and the opportunity to risk death or madness for the chance to make the world a marginally brighter place. The Hunter characters are more interested in following a trail of clues and solving a puzzle, rather than in the mood created by the puzzle, but also in the interactions between the PCs. If you’re not giving the group what they’re interested in, they’ll stop being interested in the game.
  3. The size of the group. I’ve got six players in Storm Point, three in Armitage Files, two in Fearful Symmetries, and five in Hunter. Smaller groups mean you can give more individual attention to the characters, and focus more on their own agendas. Larger groups mean that you can throw more complex and varied problems at the group and they have a good chance of solving them.

Gaming is a social activity, is what I’m saying, and the dynamics and interests of the group should have an impact on the types of adventures you build for them. Also, remember, you’re a member of the group: your focus level and interests count for something, too.

2. Know Your Game System

This is not about knowing all the rules of the game you run, though you’ll find that makes things easier in the long run. What’s more important is knowing what kind of play experience the game has been designed to produce.

Every game has a play experience that it excels at producing. It has to, because it’s the product of human minds that value certain aspects of play over other aspects. These assumptions – conscious or not – seep into the design of the game, colouring the final play style. After all, no system can do everything equally well, so any system is going to be stronger in some areas than in others.

Examples? D&D focuses on set pieces linked by either geography (site-based adventures) or time (event-based adventures) or both, producing strong, well-defined climactic moments of conflict. Dresden Files RPG focuses on creating strong emotional investment by the characters (and the players) in the events and settings. Hunter focuses on the inner emotional life of characters in crisis situations. Trail of Cthulhu focuses on the desperate struggle to find enough information that the characters have a chance of confounding the threats they face.

Now, all these games do more than what I’ve listed above*, but these are the play experiences that the designers seem to value, and therefor that the games support most strongly. You can build a dungeon crawl in Trail of Cthulhu, sure, or an introspective game of personal horror in D&D, but the game system does not offer as many tools to do those things. Knowing what the game system does best helps you figure out what sorts of adventures will work well in that system.

3. Get an Idea

The first two steps are pretty passive*; this is where you need to start doing the real work. You need an idea for your adventure.

Writers always get asked where they get their ideas, and if you weed out the flippant answers that they give because they’re tired of the question, the true answer comes down to “I get my ideas wherever I can.” Adopting the same approach for designing adventures is the best way to ensure that you keep the ideas flowing strongly. How do I get my ideas?

  1. Reading game material. I read a lot of games, even games that I’ll never play, because I never know what will spark the idea for the next adventure.
  2. Reading my game notes. Setting stuff that I’ve developed and forgotten, notes about what the characters have done in game, throw-away comments, anything can lead to a good idea.
  3. Reading other books. Fantasy, science fiction, horror, mystery, history, literature, travel, comic books, mainstream fiction, whatever. Wherever there’s a good story, there’s something I can loot.
  4. TV and movies. Don’t be limited to genre stuff, either. Cities of the Underworld has been very helpful for building dungeon crawls, for example. Steal from whatever looks good*.
  5. Paying attention to my players. Sometimes the actions of a character will resonate with an idea in your head, and you’ve got a whole adventure sprouting up out of nowhere.
  6. Ask the players outright. “Okay, gang, you’ve finished this adventure. What are your characters interested in doing next?” Not only can it give you an idea for an adventure, it also shows you what the players are finding most interesting and fun about your game*.

What this all means is that you should steal shamelessly from any source that strikes your fancy.

4. Flesh Out the Idea

I use flowcharts* to build my adventures, and I usually wind up building two or three for each adventure. One always shows the background for the adventure: what is happening, and why. Another may map out the relationships between NPCs (and PCs), or serve as a framework for encounters, events, or scenes. These are usually pretty quick to build – ten to fifteen minutes for each, I find. Once I’ve built the flowcharts, I add detail to them, making sure there are at least a couple of ways that the characters can become entangled in the plot, and this can take a little longer.

One of the important things I decide at this point is how well the idea fits the game and the audience. Sometimes, you can tell right of the hop if things area  good fit or not, but sometimes you need to start trying to fit the peg in the hole before you realize it’s the wrong shape. Questions I ask myself at this stage:

  1. How fluid is the adventure? For Storm Point, I want decision points, but still want to keep things pretty linear. For Armitage Files, I want a solid idea of what’s going on behind the scenes, but not assumptions about how the characters proceed, giving them lots of freedom. For Fearful Symmetries, I try and keep a few different plots simmering, letting the characters wander into whichever ones catch their interest.
  2. How long is the adventure? I try and keep the Hunter games to very episodic single-sessions, while I figure on five to seven sessions for each Storm Point adventure.
  3. Does the adventure leverage the good things about the audience and the system? I try and make sure that the game hits the hot buttons of the players and the sweet spot of the system.
  4. Does the adventure do what I need it to do in the game? In an ongoing game, I’ve generally got a couple of themes I’m exploring with the types of adventures I create and run*. For example, the big theme in the Storm Point game is “What makes a hero?” In Armitage Files, the main theme is “How much of a monster will you become to fight the monsters?” I try and make the adventures look at some facet of the theme in some way, though I try to be subtle about it.

Structurally, at this point, I look at some specific things to make the adventure fit and seem part of an ongoing narrative.

  1. How can I incorporate what has gone before? I always, always, always look for ways to tie an adventure into what the characters have already done in order to provide continuity. Even if it’s just letting them talk to a couple of NPCs they’ve met before.
  2. What will this lead to? If I’ve got an idea of the next adventure, or the one after that, I like to seed some hints into the current adventure, again providing some continuity.
  3. How much do the characters need to remember from earlier adventures for this one to work? If the answer is anything more than nothing, then I need to look at ways to build reminders into the game to avoid having to exposition dump on them.
  4. Where do the characters come into the adventure? I need a few hooks or exposed bits of the background so that the characters have a chance to get involved in my plot.
  5. What happens if they succeed? I need to have a firm idea of what success looks like in terms of the adventure, and what the effects of it will be. Now, success can look very different in different systems: in Trail of Cthulhu, sometimes the best you can hope for is survival, while success in D&D is usually measured in experience points and gold pieces.
  6. What happens if they fail? Similar to above.
  7. Is the complexity of the adventure appropriate to the audience? In Storm Point, I keep the plots simple. In Armitage Files, they’re substantially more complex. In Fearful Symmetries, I go out of my way to make things tangled, with conflicting demands on the characters.

Once I’m satisfied with the structure, and the way the adventure has shaped up, I move on to the next step. If it’s not working, I tear it apart and see if I can make it work. Sometimes, I can’t, and I junk it – not the best answer, but sometimes you have to kill your darlings.

5. Add the Crunchy Bits

Okay, so by this time, I’ve got a fleshed-out idea that suits my audience, my game system, and what I’m trying to do with the game. Now, I need to turn it into something playable.

This is the step when I stat things out, which, for D&D, takes up the most time. Other game systems make it easier to improvise stats for opponents, but I still need to set up some baseline things – a standard mook, stats for a big bad, the difficulty to do something that I know is going to come up, stuff like that. I like to have the mechanical things worked out before I sit down to play.

The other thing that I try and put together are a couple of well-described, atmospheric scenes that I think are going to come up. That might mean writing a description of a spooky old house, or it might mean coming up with a set of personality traits for a major NPC, or it might mean doing up a hand-out of an old letter that’s found in a flooded cellar. These are the little touches that can bring a game to life in play. These may be set pieces, or floating events that I just want to be prepared for, and sometimes they don’t get used. That’s okay, though; I can usually recycle them for other adventures or purposes.

What I have at the end of this is a set of game notes, with my flowcharts and stats and atmosphere pieces. I usually tuck everything into a folder, and put it away for a bit, taking it out for a last review a couple of hours before the game.

6. Postmortem

This is, in many ways, the most useful step in building adventures. After you’ve run an adventure, take a look at it, and ask yourself what worked and what didn’t. Be honest – both about the good and the bad – because you’re only doing this for yourself*, and this is how you get better. Look at how the players reacted to things, where they did something unexpected, where they ignored the clues, and where they were right on board. Write some notes.

Also write notes about what happened in-game: I’m a big fan of consequences for actions, and like to build what the characters do into the world. This helps the setting seem more dynamic, when you have others reacting to what the characters have done, and again builds in more emotional investment for the players. It also can help you spark a lot of ideas for the next adventure.

 

So, I don’t know how helpful that is for anyone else, but it’s helped me sort out my process for creating adventures for games. How about you folks? Any tricks you use to put your games together? I’m always willing to steal a good idea or three.

 
 
 

*Atrophy isn’t the right word, really. I dug myself into a rut, and it’s taken some effort to first recognize the rut, and then to start working my way out of it. Back

*Generally, I think it’s for good, but too much of anything gets stale. Back

*And my players, at least to a degree, though they’ve been kind enough not to say so. Back

*And, indeed, others may differ on my take on what their strengths are, but these are my takes on them. Back

*Though the implication to “Know Your Audience” is that, if you don’t know your audience, you need to learn about your audience. Back

*I still have plans to someday build a campaign arc based on the song The Riddle by Nik Kershaw. Back

*Added, subtle bonus: it shows the players that you value their input and gives them a feeling of control over the game, which leads to emotional investment and heightened interest. Back

*Actually, I don’t. What I use are more like mind maps, but that’s such a pretentious phrase, I hate using it. Also, I tend to use flowcharting software for this step. What I’m building is a visual representation of the relationships between different elements of the story. Back

*What can I say? I’m a literature geek. Back

*Unless you’re an exhibitionist GM with a blog, that is. Then you get to talk about your failures in public. Back

WorldWide D&D Game Day: Dark Sun

Just a quick reminder to folks in Winnipeg that I will be running the Dark Sun game day tomorrow at Imagine Games and Hobbies starting at 1:00. And when I say “I will be running,” what I mean is that I, along with D&D Encounters DMs Barry, Kevin, and Rob, will be there to put four tables through what looks like an interesting and challenging adventure.

So, come on out and play with us.

Dateline – Storm Point

Sunday was the latest installment of the Storm Point campaign. It was an encounter that I had been planning for quite some time, eagerly anticipating building an impressive structure for the fight, and having a lot of fun with it.

The plan was for a fight reminiscent of the Bridge of Khazad-dum scene from Fellowship of the Rings, with a desperate battle on a set of precarious stairways, platforms, and bridges, over a pool of lava. I had intended to build the encounter area using the Sewers of Malifaux Terraclips from WorldWorks. Unfortunately, they weren’t available at GenCon as I (and, I think, they) had hoped, so I was forced to fall back on my Dungeon Tiles. These work just fine, but they lack the 3D elevation stuff I was really hoping for. Now, I also have a bunch of .pdfs from Fat Dragon Games, which are very nice, but I have found that I just suck at building the paper terrain, so…

Anyway, I went with the Dungeon Tiles.

What I wanted in this encounter was to have the party very constrained in their movement, but have the monsters less so. I looked through the books for some good flying monsters and monsters with good ranged attacks, but nothing really fit what I had decided this part of the Silverfalls ruins would contain. Then I remembered the phase spiders.

Phase spiders worked perfectly. The popped in for a surprise attack when the party had made their way out of the entryway and onto the stairs, and they kept up a nice hit-and-run attack pattern that drove the players nuts. I put in a couple of spider webs on the platforms, too, both to hamper movement and to give the spiders some place nasty to teleport characters without just dropping them in the lava (which would give a save, which would prevent the teleport, etc.).

I messed up the way they phase spiders’ defensive teleport thingy worked for the first few rounds, though. The new version of the Monster Builder, while it uses the new monster format which I like, is still pretty buggy, omitting some minor elements from the stat blocks. Little things, like when a power recharges, or the climb and teleport speeds, or what triggers a triggered action… you know. That last one caused a few problems, because I had overlooked it when printing out the stats for the game, and got it wrong the first couple of times. But we straightened it out.

The combat itself was everything I could have hoped for. Characters were getting teleported all around the area, spiders were popping in and out, a couple characters were dropped unconscious from the venom, they were jumping over the lava from platform to platform, knocking spiders over the edge, everything very cinematic and exciting.

They managed to dispatch the spiders, and make their way to the exits, where they opted to head through the entry to the mines, rather than the entry to the caverns. I’d planned some fun stuff for each, and they’re going to run into that next session.

Fearful Symmetries: Complications

Last Friday was the latest episode of the Fearful Symmetries campaign. I did things a little differently than I often do in the game, trying to achieve a specific kind of effect. I don’t know how successful it was; we all had fun, but I felt that maybe I hadn’t provided enough focus and direction.

What was this big change? Well, we’ve been playing for several sessions, now, and the characters are having more of an impact on the setting. In the past couple of scenarios specifically, they managed to get themselves marked by doing a couple of impressive things: bringing the Wild Hunt back to the world for a night, and traveling to Asgard to talk to Odin. I figured that these things would leave a sort of mystical mark on them, making them a little more obvious and visible to others in Prague who could perceive such things.

So, what I did was look at the write-up we had done for Prague, and see who might be interested in such things. I found two specific groups and, rather than picking one, I decided to have both groups come sniffing around for different reasons, and with very different styles. And because some of the things unfolded over time, I wanted to give the players plenty of opportunity to pursue their characters’ agendas in the meantime.

Anway. We picked up pretty much immediately after the attack by the warped dogs on White Mountain, with the characters heading back down into Prague, keeping a sharp eye out for other attacks. Once Izabela was safely behind her wards, Emeric went to the Goblin’s Brewery, and had an interesting discussion with Amadan, where he learned that Amadan could tell that Emeric had been to the Mittelmarch and had a brush with the Erlking. I was glad of this opportunity to dump a little information on the characters about their current visible status, and so was grateful that Emeric had chosen to go talk to someone who would know about it. With this information, Izabela whipped up a specialized veil to mask their magical signatures, and they went about their business.

Emeric has been working on building up a network of contacts and information in the city, so he went on with that, spending some time with Captain Amiel and his men, keeping those ties tight. Izabela finally found another mortal practitioner in Prague: a down-on-his-luck alchemist named Aurelius. She also found the powerful curse on Gold Lane, and had a chat with Rabbi Cohen about it.

During this, Emeric spotted a falcon watching him from time to time. His Lore check told him it was a natural bird with some sort of enchantment on it, so he devised a cunning plan to capture it – which failed, unfortunately; it’s hard to catch a falcon in a city using your hands and a cloak.

The characters also got an invitation to meet with a young nobleman named Evzen, who revealed himself to be a member of the secret Petrunas cult that meets on Petrin’s Hill. He wanted the assistance of the pair to help lend credibility to the cult, setting it up as a viable and attractive alternative to Christianity in the current troubled times. Specifically, he wanted to know what they could tell him of the Dooms, and to open the Rainbow Bridge for him. Emeric was somewhat sympathetic to the man’s desires – Petrunas is a local cognate of Thor – but Izabela was very concerned that Evzen seemed to know so much about them, and wouldn’t agree to anything unless Evzen agreed to reveal the source of his information. In private conversation, she told Emeric that she was certainly willing to help the cult, despite her fairly devout Catholicism, but that she could not let the fact that someone knew who she was and that they had been to Asgard go uninvestigated.

Evzen was, however, bound by his oaths to the cult, and said he could not reveal the source of his information. He said that he would speak to his fellows, and see if a meeting could be arranged to satisfy Izabela’s concerns. He said he would contact them in a day or two.

The next day, Izabela went back to Gold Lane to study the curse there, and Emeric made the rounds of his contacts, looking for information on the dogs which had attacked them. He turned up some rumours of dangerous creatures in the local parks, especially Jeleni Prikop, and found someone who told him that there had been a number of disappearances around there, and that Giaccomo Malvora, a rather brash young Italian nobleman, was known to go hunting in the dangerous parks. Izabela told him later that the Malvoras were White Court Vampires who fed on fear.

Emeric also found himself watched by dogs that day. Not large, warped ones, but not the scruffy mongrels that frequented the streets of Prague, either. These were well-cared-for hunting beasts. He managed to snag a few hairs from one of them, and brought them to Izabela to try and find out who was sending the beasts to spy on them.

Izabela managed to reach back through the mystic link from the dog to a powerful, feral force that seemed as much beast as man. I hit the player with a compel at that point, suggesting that she use her Sight to get a real good look at whatever it was. She did so, and saw a powerful man wrapped in many animal skins, holding the leashes of a vast hunting pack, with a pile of animal carcasses behind him. Over them all was the shadow of the Erlking.

As she came out of her Sight-induced trance, there was a loud thud at the door of her rooms. When they opened up, they found a huge hunting knife driven deep into the wood of the door, and no one around. They took a few seconds for Izabela to weave a compass ritual around the knife, so it would lead them to the one who had wielded it, and then took to the streets. They were told on the street, when they asked, that a hawk had flown out of the building shortly before the characters came out, and they followed the pull of the knife down to the Vltava, where the trail was lost. They tried to cross the Charles Bridge and pick up the trail on the other side, but as they passed beneath the Old Town Tower, the mystical defenses that the Templars had placed there to ward the bridge against Saracen magic unwove the finding spell and turned the knife red-hot.

They went back down to the river’s edge and Izabela tried to speak to the ghosts there to find out what had happened – they assumed that the hawk was a shapeshifter who had flown into the river to rinse away any connection to the knife, but they wanted confirmation. The ghosts who appeared to Izabela were all fighting men armed with spears and shields, arrayed along the riverbank, and they would not answer her questions, saying that the Queen was the only one who could. Izabela asked to speak with the Queen, and face formed out of the waves and told Izabela that yes, a hawk had flown down into the water, and then flown away again.

Now, the characters are very concerned about this fellow looking for them, and also are starting to get concerned that they haven’t heard back from Evzen yet. I figured that was a good place to leave things, with them trying to think of a way to track down this shapeshifter with ties to the Erlking.

As I said, the session was a little muddled and unfocused, but I hope I haven’t confused things too much. We’ll find out next session.

Look What I Can Do: Mortal Stunts in DFRPG

I’ve noticed, both in the playtest and in my Fearful Symmetries campaign, that players have a tendency to overlook the Mortal Stunts chapter of the rules when building their characters, unless they’re building a pure mortal character. It’s easy to get distracted by the shiny Supernatural Powers and dump all your Refresh there, but overlooking Mortal Stunts may be a mistake.

Stunts are a great way to customize a character, and build on a theme, creating a unique set of abilities that are dependent on the character’s skills, rather than on any mystical powers. They can grant you wonderful little tricks that no one else can do, or turn a useful skill into a powerhouse for you. And they can augment pretty much anything else that your character does, whether mundane or supernatural.

But people still overlook them, or dismiss them.

There are two main reasons for this, I think. The first is that whole bit about getting distracted by the Supernatural Powers. It’s easy to spend your entire Refresh budget in that chapter, so why look anywhere else. The second reason is that the stunt chapter, while it has a few sample stunts*, the strong recommendation of the book is that you build your own, and that can be a little daunting.

So, let’s see what I can do to up the profile of Mortal Stunts.

Stunt Appeal

Why should my Wizard consider taking a stunt rather than a point of Refinement? Why spend a point of Refresh on a stunt when I can get a Cloak of Shadows for my mystic ninja? If I can have Wings, why should I instead buy a stunt?

This is all going to come down to character concept, of course. But the tension is less between cool and not-cool than it is between learned coolness and inherent coolness. Most of the Supernatural Powers are a product of what you are, while stunts are a product of what you made of yourself.* I like to look at my character creation phases and see what neat things my character may have learned to do in the mundane framework – somehow, it just makes the character more rounded and believable to me.

But aside from the character concept aesthetic, stunts can grant some fabulous synergies with Supernatural Powers. Examples? How about a stunt to give a spellcaster an extra minor Mental consequence? Or to give a werewolf a bonus to Athletics when in wolf form? Suddenly, you’ve increased the effectiveness of your Supernatural Powers by essentially saying that you’ve practiced with them.

And, of course, you can use them to round out the non-supernatural parts of your character. Harry’s got his Listening stunt which, though it’s not as useful to his magic, really shines when he’s acting the PI. Carlos has a stunt that helps him out as a Warden, but not so much as a Wizard. Susan has a stunt leftover from her time as a reporter that helps her track down information. And Ronald Reuel, the former Summer Knight, had an Art Historian stunt that represented his day job.

In general, Mortal Stunts give you that little extra – and reliable – oomph to put into your character. They’re worth a look.

Building Stunts

Building stunts is very much an art, rather than a science. There are some basic guidelines:

  • Stunts are all based around skills.
  • Stunts can either add a new trapping to a skill, or expand an existing trapping.
  • All stunts are circumstantial – i.e., they work in limited circumstances.
  • The basic power level of a stunt is the equivalent of a +2 shift.
  • Power level shifts down if the circumstances are very broad or are an attack.
  • Stacking stunts gives diminishing returns.

Now, those guidelines are pretty loose, and allow for a lot of creativity. That also means that you’re going to have to do some negotiation with the GM during the process, and there may be a little back-and-forth until the stunt is what you want it to be. When I build stunts, I go through a pretty simple process:

  1. Decide what effect I want in the stunt. Not mechanically, but flavour-wise. Do I want to be able to survive homeless on the streets? Or to be world’s leading expert on Anglo-Saxon riddles?
  2. Decide what skill it relates to. The first one is probably going to be Survival, and the second one is probably Scholarship, just for example.
  3. Figure out if it’s a new trapping or an expanded trapping. Living on the streets is going to be a new trapping for Survival, while Anglo-Saxon riddles is going to be an expanded trapping for Scholarship.
  4. Decide on the mechanics. New trappings are easy – you just use the skill for something other than what is already listed in the skill description – this pretty much defines the circumstances of use. Expanded trappings mean you have to determine the bonus and the circumstances. So, for the street survival, the mechanics are that it allows you to use Survival for scavenging in urban environment. The Anglo-Saxon riddle thing can be modeled very easily using the Occultist stunt under Lore – a +1 bonus to riddles, with an extra +1 if they’re of Anglo-Saxon origin.
  5. Pick a good name. You really need a good name for your stunt, something that is (as with Aspects) both descriptive and evocative. So, let’s go with Urban Ranger for the Survival stunt, and World Expert (Riddles – Anglo-Saxon) for the Scholarship one.
  6. Negotiate for GM approval. At this point, you should run it past the GM and get his or her okay. You may need to make some changes to the mechanics to get that approval.

Really, the best advice I can give about building stunts is to look over the sample stunts in the Mortal Stunts chapter of Your Story, and the Who’s Who section from Our World. See what ideas others have had, and use them to spark your own creativity, and as the foundation for building your own stunts.

What Makes a Good Stunt?

The true measure of a good stunt is the cool that it adds to your character. I’m not talking about the bonus it gives you, or the way it lets you sneak around the rules, but the way it makes others look at your character and go, “That’s pretty damn cool!” It’s a chance to snag the spotlight for a few minutes in the game so your character can strut his or her stuff, doing something that no one else can do.

Uniqueness is the base coolness of the stunt, after all. Harry’s met lots of other Wizards, but he’s the only one that can do the Listening thing. Karrin Murphy is surrounded by cops, but she can kick all their asses using her aikido stunts. Morty Lindquist is just a medium, but his extensive contacts on the other side are what make Harry go to him for help and advice.

What you want to do when coming up with the idea for a stunt is to think about the scenes in the story when it would come in handy, and what sort of image you get of your character using it. If it’s just your character doing normal stuff a little bit better, maybe that’s not the right idea for a stunt. You’re looking for an image, a scene, where your character is the go-to guy (or gal) for that particular thing, with everyone else standing around for a couple of minutes going, “Wow! That was awesome,” as you unveil your unique and stunning ability.

Of course, you may be worried about stealing the limelight too much – but that’s what the circumstantial limitations on stunts are there to prevent. Stunts tend to be applicable in a relatively narrow set of circumstances, so that you can’t trot them out every time you use the skill. That keeps stunts from being too good, and that’s a large part of what you’re going to be negotiating with your GM.

To sum up, a good stunt gives you the opportunity to show off your character’s mad skills every now and then, without overshadowing everyone else’s mad skills.

Sample Stunts

Just to illustrate some of my ideas, I’ve thrown together a few sample stunts below, with a little commentary on each.

Urban Ranger (Survival): You can scavenge using Survival in an urban environment, finding food, water, shelter, and miscellaneous useful bits with a successful roll.

This is just a straight-up new trapping for the Survival skill, giving a way for a possible homeless character to live on the streets.

Home Turf (Survival): Define an area – a forest, an area around a town, the land around a lake, a neighbourhood, or something of similar size. Within this area, you get a +1 shift to all Survival checks to hunt, scavenge, and track, thanks to your familiarity with the lay of the land.

This is an expanded trapping, inspired as I was thinking about the Urban Ranger stunt. The bonus to rolls is only +1 because of the broad applicability of the stunt.

World Expert (Specify) (Scholarship): You’re an expert in a particular subsection of academia. This must be limited, but can still cover a fair number of things, such as literature or history. Gain a +1 to Scholarship when researching things covered by this topic. You must also define a deeper specialty within that category, such as Shakespeare or the Thirty Years’ War, to gain an additional +1 (for a total of +2) whenever the research focuses on that narrower area.

This is pretty much a straight port of the Occultist stunt from Lore.

Spellcasting Dynamo (Conviction): You’ve inured yourself to the strain of casting spells. For purposes of spellcasting, you have one extra minor Mental consequence that you can use to offset stress incurred from channeling energy and backlash.

I’m not as sure about this one. It’s patterned after No Pain, No Gain stunt from Endurance, but I’m worried that allowing the extra consequence to be used to soak up backlash might be making it a bit too broad. I think it’s okay, but I’d have to see it in play for a few sessions to decide.

More Time on Four Legs Than on Two (Athletics): You’ve spent so much time in your wolf form that it seems more natural to you than your human one, and you have learned how to make the most of the wolf’s physical capabilities. When in wolf form, you get a +1 to Athletics when dodging, jumping, and sprinting.

Again, I’ve kept the bonus down to +1 because of the broad range of things it covers. I’m a little leery of including dodge in the list, but given that the stunt only kicks in when the character is in wolf form, I think it should be okay. Again, seeing it in play for a few sessions will tell the tale. If it’s too good, then we’ve got to renegotiate.

This Bike is a Part of Me (Driving): You are so familiar with a single motorcycle that it is almost an extension of your body. When driving this bike – and no other – you get a +2 to Drive.

This last one is a simple situational +2 expanded trapping, because I hadn’t done one of those yet.

 

And there you have it.

 
 
 

*Well, more than a few. 103. But the game is so ripe for new stunts, and there are only a handful listed for each skill, that it seems like a few. Back

*Sure, this is a simplification. Billy and the Alphas made themselves into werewolves, for example, but it’s still a valid point, I feel. Back

GenCon 2010 – Aftermath

So, home and dry. Clothes are washing, TV shows are transferring to the AppleTV, basic groceries bought and put away, and the bed calling out to me.

As usual, the conversation on the 20-hour drive home with Clint ranged far and wide over a number of topics, but kept circling back to gaming. He had a good show, too, and stories made the time pass fairly quickly.

Was it a good show? Well I had a lot of fun. I always do, with Scott and Jarred. And Gwen and Brian. And Greg. And Shane and John and Kevin and James. And seeing Ken Hite and Robin Laws and having them say nice things about my blog. And the good food. And the Fiasco game.

But I’m tired, now, and need my sleep. Back to work tomorrow.

Goodnight, GenCon. Goodnight, everybody.

GenCon 2010 – Day Four

Okay. The WordPress iPad app just ate my post (Ctrl+Z doesn’t do what I thought it would), and I’m too tired to redo it all. Here are the highlights:

  • We’re in Rochelle, Illinois on the way home.
  • Didn’t play Fiasco last night, though the Arc Dream guys did. They used the suburbia playset, and said the game played like American Beauty as written and directed by David Lynch. Three dead out of six, two in prison, and one broken in mind and spirit.
  • Caught a glimpse of Wil Wheaton, but no more than that.
  • Tracked down a copy of Remember Tomorrow, which looks pretty good.
  • Got a new shirt from Sigh Co. I like it.
  • Decided not to get Smallville – I’m never going to run it, and it didn’t look like it offered enough loot able stuff.
  • Decided to pick up the Savage Worlds Space:1889 book. It looks fun.
  • That’s it. Now to bed. Have to be up early in the morning.