The New 52, Week Three

So. Let’s see what we’ve got this week.

By the way, I have come to the conclusion that the mysterious cloaked woman I have spotted in several of the books probably appears in all of them, but I just haven’t seen her. In some, she is very obvious. In others, not so much. This is obviously something leading up to a big tie-in or reveal, so keep an eye out for her. I’m gonna stop mentioning when I see her.

Batman #1

I like this story. It does a good job of laying out the situation for newcomers to the series ((Really? Newcomers to Batman? I guess there must be some. Or, at least, newcomers to this incarnation of Batman, with the son and the multiple (ex-) Robins.)), while pushing into an interesting storyline that looks to go in an unexpected direction. It also ties in nicely with Nightwing #1, so bonus points. And, I have to say, I was nicely baffled by the opening sequence. Good stuff.

Birds of Prey #1

This has some potential, but I don’t really have any investment in the characters. I mean, I know who Black Canary is, but I don’t really know all that much about her, and I have no idea about Starling. Still, the set-up has some interest to me, so we’ll see where it goes.

Blue Beetle #1

I never got into Blue Beetle, much. I liked the Ted Kord Blue Beetle in the Justice League books, but I don’t know much of the backstory, beyond he’s got a magic bug talisman that gives him superpowers. That means that I don’t know how much of the backstory of the scarab told in this book is rehash, and how much is new. Not that it really matters; I was pleasantly surprised by the story, and the ideas – it’s a good book. I just wish I knew more Spanish so I could follow the dialogue a little better. It’s not that there’s a lot of it in Spanish – it’s just that I’m kind of a completist, and I hate feeling that I’ve missed something.

Captain Atom #1

This is not a bad book, I just don’t care all that much about the character, and the story has yet to grab my interest. Some neat stuff, but not enough for me to buy in completely.

Catwoman #1

This book is the clearest example of why people are upset about the portrayal of women in comic books, I think. It’s pretty much all T&A, heavy on the sexualization, and empowering the female character in a very stereotypical dominatrix way. This is a real shame, because the character deserves better than this.

DC Universe Presents #1

Nice recap of Deadman’s origins, along with throwing in a nice twist. Boston Brand’s crisis of faith could make for some very interesting stories, and I look forward to seeing where it goes.

Green Lantern Corps #1

Of all the Green Lantern books so far, I like this one the best. It’s got an interesting threat – one that’s on a scale with the Corps – and solid characters. Some of the best stuff is character stuff with Guy Gardner and John Stewart, but the book does not skimp on action, either. Good fun.

Legion of Super-Heroes #1

I’ve said it before, and I’ll say it again: I love me my Legion of Super-Heroes. Yeah, it’s corny, and campy, and has a convoluted membership awash in soap-operaesque drama, but I love it. This book makes me want to track down the LSH stuff from the past couple of decades that I missed, so I know the new faces and understand the current status quo. For example, reference is made to a lot of Legionnaires dying – I need to know about that!

Nightwing #1

This book meshes nicely with Batman #1, giving a look at a different part of the emerging story. It is well-done. The character moments with Dick and the circus are particularly good, reminding you that, though he was Batman for a while, he has a different core than Bruce does. It doesn’t make him weaker, it doesn’t make him stronger, but it makes him different. You can see the mark Bruce left on him, but he is more than just an ex-Robin. I really liked it.

Red Hood and the Outlaws #1

Hmmm. Red Hood, Speedy ((Yes, I know he’s Arsenal, now. He’ll always be Speedy to me.)), and Starfire. Okay. The book is full of gratuitous violence, and, as usual, Starfire is displayed very gratuitously. That said, there’s an interesting story lurking in the background that’s got me intrigued. I’ll give it a chance.

Supergirl #1

Nice action scenes. The beginnings of a mystery. Looks like Supergirl is being re-origined again. This makes, what, eight times? Nine? The only character in comics that I can think of with more convoluted origins and versions is Jean Grey. Still, having her show up on Earth with no idea how she got there, remembering Krypton like it was yesterday, could make for some interesting stuff.

Wonder Woman #1

I was really not expecting to like this series. Instead, it may be one of my favourites. They’re drawing in the Greek mythology lurking in the character background, and running with it. I like that. A lot. I like the story, I like the characters, and I like the nasty twist they’re putting on things. I’m really looking forward to the next issue.

Dateline – Storm Point

***SPOILER ALERT***

I’m running Tomb of Horrors for this leg of the Storm Point campaign. You may not want to read on if you’re playing the game yourself.

***SPOILER ALERT***

This past Storm Point game was pretty short. One of the players – the one who owns the space we pay at – developed a migraine, and we called it a night early.

We did get through the rest of the encounter, however. It was a tough slog, indeed, with the closely-matched antagonists. Of course, as with all battles, once one of the monsters dropped, the rest sort of cascaded as the characters were better able to concentrate their attacks. Some crappy rolls to distinguish friend from foe caused a few problems, but in the end, they made it through, and proceeded to take an extended rest.

So, that’s really all there is to say about that.

The New 52, Week Two

So, let’s see what we’ve got from DC’s New 52 this week. I’m still loving the day-and-date electronic sales, and am rapidly becoming an even bigger DC fan. Not everything is perfect, but there’s some good stuff going on.

Batman and Robin #1

The main story in this one is framed by the start of a new, very cool-looking storyline. This is good. What’s not so good is that the framing story is better than the main story. Yes, as a new #1, a jumping-on point for new readers, it’s important to establish who the characters are and what the situation is. But the main storyline is just Batman (Bruce) trying to keep Robin (Damian) from being a perfect cocky little shit. And failing. I’m hoping that, now that the dynamic has been spelled out in big, bold letters, the book backs off on this aspect of the mythos. It’s hard enough to like Damian at the best of times – and he is not being shown at his best.

Batman has an interesting little character moment that’s been a long time coming in the sewers, but outside of that, he seems more like Mr. Wilson trying to babysit Dennis the Menace than the Dark Knight. As I said, I hope they get over this bit and on to some good stories.

Batwoman #1

I liked the Batwoman run in Detective Comics a lot. This picks up from that, and does a pretty good job of giving us a tough, smart, female hero. There’s not a lot of meat to the story – again, it’s trying to lay the foundation for new readers, I think – but there are hints of good things coming, and the character scenes in the book are very good. Bette Kane is back, trying to earn the right to be Flamebird to Kate Kane’s Batwoman, and there’s some understandable tension between Kate and her father after the revelations in the Detective Comics storyline. All in all, I’m hopeful for this one.

Deathstroke #1

I’m not really a fan of villain books ((Matt Wagner’s amazing Grendel is a notable and sublime exception.)), and Slade Wilson is definitely a villain. Not even the Punisher is as much an unmitigated bad guy as Deathstroke the Terminator. I’ve enjoyed seeing Deathstroke opposing many different DC heroes and teams, right back to The New Teen Titans, but I’m not sure how much I’ll be grabbed by a book with him as the star. On the other hand, his miniseries in Flashpoint was pretty good.

This book is also pretty good. It latches on to the idea that, legendary super-badass or not, Slade Wilson is getting old and, while it may not be slowing him down much, his clients are starting to think it is. So he’s gotta prove he’s just as hard, just as nasty, just as scary, and just as effective as he’s always been. I’m going to give it a couple of issues to win me over.

Demon Knights #1

The Demon Etrigan, Madame Xanadu, Vandal Savage, the Shining Knight, and three others I don’t recognize get caught up in an invasion, led by the Questing Queen and Mordru ((Whom I remember fondly from his attacks on The Legion of Superheroes in the 31st century. Guy’s lived a loooong time – right up to when Darkseid drained him dry in the Great Darkness Saga. Good times.)). It’s set in the middle ages, and looks like a great deal of fun.

Frankenstein: Agent of S.H.A.D.E. #1

As might be expected in a comic starring Frankenstein and the Creature Commandos, this is a pretty weird, silly book. Not necessarily in a bad way, though. I liked the bizarre story and the strange characters. It had a nice touch of the absurd mixed in with the horror and action. I’m not really a fan of the art style, though. It’s a little muddy for my taste, though well-done. But for me, that’s a little quibble.

Green Lantern #1

With Blackest Night and Brightest Day, it seems the Green Lantern mythology has become very complicated. Now there are rings of all sorts of colours. Sinestro has a green ring back, endorsed by the Guardians, and Hal no longer has a ring. Having followed neither Blackest nor Brightest, I’m a little out of my depth with the background, but the story itself is not bad, if a little trite ((I saw one scene in an old Lethal Weapon movie, for example.)) – ex-superhero dealing with the difficulties of returning to normal life. Could be interesting.

Grifter #1

I’ve never read anything with Grifter in it, except for his appearances in Flashpoint, so I don’t know much about the character. Because of that, it was nice that the series is starting with an origin story. It’s a pretty good story, too – reluctant, misunderstood hero, alone and on the run from the police and military and his entire life, a mysterious ((Speaking of mysterious, this is the second comic that I’ve spotted a strange, cloaked and hooded woman floating in the background of a panel. Wonder what’s up with that.)) threat tied to his origin, and general confusion about what’s going on. I’m liking it so far.

Legion Lost #1

The Legion of Superheroes has changed a bit since I used to read the series. The look of Tyroc is far less 70s funk, and they’ve brought along Gates and Chameleon Girl, along with heroes I’m more familiar with: Wildfire, Dawnstar, Tellus, and Timber Wolf. The team has chased a bad guy back from the future to stop him from releasing some sort of pathogen ((Which has not been explained yet.)) and, predictably, they get stuck here in our presence.

I like the story, but that may be because of the love I have for the LSH. It was the first series ((Well, first superhero series. Mike Grell’s The Warlord was a long time favourite before that.)) that hooked me with an ongoing storyline – the Great Darkness Saga. So, I’m more forgiving of some of the oddities and awkwardnesses ((It’s a word if I say it’s a word.)) of the book.

Mister Terrific #1

Again, I’m not familiar with Mr. Terrific, so it’s good that they’re doing an origin story. I like the hero – nice combination of haunted and driven, relying on intelligence and tech ((And money. Lots and lots of money.)) to fight crime. I think they’re jumping at the twist a little early in this one – I don’t know the character well enough to care deeply about it yet. But it is a good twist – no denying that.

Red Lanterns #1

More lantern mythology. Atrocitus lacks direction, so decides to become an avenging angel. I dunno about this one. On the one hand, that is one bad-ass kitty cat he’s got. On the other, I’m not sure I’m all that interested in a book about taking savage and bloody vengeance on all and sundry. I don’t think that’s totally the direction the book is going – there are strong intimations of more complex and interesting stories – so I’m going to give it a bit of a chance. But it’s going to need to work hard to win me over.

Resurrection Man #1

I liked this book. Resurrection Man is another new hero that I’m not familiar with, but this book is less of an origin story than some of the others. This works, mainly because of the mysterious nature of the origin. There’s a bit of a The Fugitive vibe being set up, with what looks like both Heaven and Hell hunting for him, coupled with a built-in story generator – the feelings that draw him to perform certain acts and go certain places. It’s got a nice mix of creepy and action.

Suicide Squad #1

I have mixed feelings about Suicide Squad, both as a group and as a book. The basic premise is interesting for about five minutes, then quickly reveals itself as an excuse to write about the main characters being absolute bastards. On the other hand, the story in the book was pretty good, even if they did telegraph the twist in it a little bit. And I like the character of Harley Quinn.

There’s been a bit of Internet grumbling about Harley’s new look, and it is certainly a more gratuitously sexy look than in a lot of other versions ((Especially than in the animated series.)), but I gotta say that those complaining must not have seen her in the Arkham Asylum video game. There’s also been some complaints about Amanda Waller’s new look – slimmed down and sexied up. There may be some merit to this complaint, but it seems like an awful lot of noise over a single panel. Anyway, the look of characters in comic books change all the time, whether as part of an editorial decision or because a different artist brings a different take to the character. With the relaunch, I figure you gotta expect even bigger changes, and I can’t see bashing an entire book because you don’t like the look of a single character.

But that’s just me.

Superboy #1

It’s not the Superboy I grew up with – it’s the post-death-of-Superman, clone-grown-by-secret-project, funky-telepathy-telekinesis Superboy. This first issue focuses on the lab and the shady secret agency that grew him, with hints of agendas and plots and secrets. There’s some strong association to the feel of the Project: Superman miniseries from Flashpoint and the Superboy origin and recruitment from the Young Justice animated series. It’s got some promise.

 

I plan to continue with Week Three of this little series of posts next week, but it’ll probably be delayed some, as I’ll be traveling. Still, I’ll be able to get my comics electronically, and can read them on the bus and in the hotel at night, so hopefully I won’t fall too far behind.

I generally give a new TV show or comic series three issues to grab me, and that’s what I’m thinking with the new DC universe. I’m only going to write about the new #1s, though – after that, I just won’t have much new to say. I may post a scorecard a few months down to take a look at what I’m still reading, though. We’ll have to see.

Mucking Around in Middle Earth: The One Ring RPG

Saturday night, I gathered together a group of friends to try out the new The One Ring RPG from Cubicle 7. Over the past couple of weeks, we had created characters, and I had produced a couple of cheat sheets, so when the time came, we were ready to sit down and play through the introductory adventure included in the game.

For those unfamiliar with The One Ring RPG, it’s the latest roleplaying game based on the writings of J.R.R. Tolkien. It comes in a wonderful set of two books ((One for players and one for Loremasters, the game’s special name for GM.)), two maps ((Again, one for players and one for Loremasters.)), and a set of the special dice ((A d12 and 6d6, each with special markings to be used for system quirks.)) needed for the game in an attractive slipcase. It uses a new system developed by Italian game designer Francesco Nepitello that is very straightforward, but has a number of interesting little twists to it that give it surprising depth while not slowing down play. The books and maps are beautiful, as might be expected.

We had a pretty good time, and really enjoyed the game. The rules do a good job of evoking the feel of the world, and reinforcing the kinds of things one sees in the source material. The adventure was paced nicely to wrap up in a single session and offered a sampling of pretty much everything the game has to offer.

For characters, we had a Barding slayer, a Barding treasure-seeker ((Brother and sister.)), a Woodman wanderer, and a Wood-Elf warder. Character creation is a simple templated system: you choose your culture, choose your background, choose your motivation, and then spread around a few discretionary points. It runs quite quickly once you figure out where everything is in the books and how it fits together, but this is a stumbling block that I’ll get to a little later.

There is an actual subsystem for handling the party as a party – what the rules call a Company. It gives the characters each a job to do in the journey system, provides a pool of points to help the characters out, and defines who your most important relationship is with in the group. That was how we started the game, as the characters had been developed independently: defining the Company and fleshing out who the characters were, how they had met, and why they were together.

I’m not going to talk too much about the adventure itself, to avoid spoilers, but here are some general observations:

  • Combat is wonderful. It is fast, cinematic, and deadly. There is a sense of real tactical choice and danger, despite the fact that it doesn’t use minis or battlemaps or anything like that. It abstracts positioning by using stances, where each character decides if they’re fighting on the front line or hanging back and using a missile weapon or something in between. Initiative, chance to hit, and chance to be hit are all determined by choice of stance, and the Loremaster just throws the monsters at the appropriate combatant. It works very nicely, and we all loved it.
  • There is an Encounter system, which is somewhat similar to skill challenges in D&D. It’s used specifically to handle social situations where the characters might or might not impress or offend a person or group. It works fine, but I found the scenes ran just as smoothly through straight roleplaying, taking into account the prejudices of the other party, without making a lot of rolls. I can see mixing it up a bit during ongoing play, but recommend not getting too slaved to the dice rolling.
  • The journey system works well, but it met some resistance in play. Part of this is the fact that I’m not experienced in running it cleanly, so it felt awkward, and part of it is that the roles for the journey were called out in other parts of the game for special tasks. The roles and journey system are there specifically to provide spotlight moments for different characters and to have everyone in the Company contribute to success ((Also to avoid everyone in the group rolling for every single challenge faced by the Company.)), but the rigidity of the roles felt artificial. Running this adventure a second time, I would handle the non-journey system invocation of the journey roles differently, asking who was doing what at a given moment, then asking for the roll.
  • I was very pleased with how easy it was to mix combat with other types of action – such as holding off an attack while escaping. I can’t say too much more about that without spoilers, so…
    Spoiler
    …when escaping the cellar while pursued by the Marsh Dwellers, it was easy to switch back and forth between characters involved in different aspects of the escape – fighting off the Marsh Dwellers, hauling the rescued Dwarves, acting as scout or guard, etc. It flowed very nicely, and created a great sense of desperation and urgency.
  • We only had the one set of special dice for the game, and it got a little annoying to share them. According to the Cubicle 7 forums, there will be dice available without buying the rulebooks in the next couple of months, and I plan on picking up a couple of extra sets ((What can I say? I love dice!)), but it was easy enough to use regular d12s and d6s.

There is one big problem with the game, though: the rulebooks are not well-organized. First off, they are split between an Adventurer’s book and a Loremaster’s book, and the split is not clean. As Loremaster, I need to look in both books to run combat, because combat is asymmetrical between PC and monster. The indices in the books are not true indices, but instead just an alphabetical listing of headings. The character creation leads you right through the process very nicely, except for one piece – Virtues and Rewards – which requires you to jump two chapters ahead to find the details. Without a page reference.

Now, the rules are not all that complicated, but it’s still a big stumbling block for the first few sessions, when the players and GM are having to look up a lot of stuff. The lack of proper index and the split between two books makes finding a specific rule mainly a matter of random chance, and that just slows the game down. A lot.

That said, the game ran fairly smoothly, and worked pretty well. We had enough fun that the players want to try another adventure in the system, following on one of the obvious next steps from the intro adventure. I’ve said okay, and given them the go-ahead to revamp their characters based on what we saw during play this time. We may even add a couple of players. And it means I get to figure out how to build an adventure in the system.

But that won’t happen until after I get back from Ireland.

Feints & Gambits: Too Long a Sacrifice

We had a full house for the first time since adding the new player, which meant we had eight people crowded into my living room. It was a little tight, but turned out to be workable. And it was nice to see how the dynamic with the full group worked.

When we had left the last session, the characters had just followed rumours of Padraig Pearse’s ghost right up to the gates of Kilmainham Gaol. I backtracked a day or so to bring the two characters who hadn’t been at the last game up to speed and involved. This was pretty easy to do, as I had originally planned to have one of the characters hooked into the plot from the start, but had to change that last session when he couldn’t make it.

Now, the O’Malley boys are good Irish lads with a reputation for being involved in some strange things. This led an acquaintance of theirs to approach them with a job offer – well, the offer of an offer, really. He told them that he was helping out another man – a patriot ((Full disclosure. I’m a little uneasy about writing about how I use the Troubles in the game. I mean, they are a big part of the history of Ireland and Dublin, but I’m just a Canadian prairie boy who has no real insight into them, no matter how much research I’ve done. And using them for entertainment might offend some people, which I don’t want to do. Suffice to say that I intend no offense, and am using the Troubles as a fodder for collaborative fiction. All people, situations, and events are used in a fictitious manner.)) – who wanted people with a certain kind of knowledge to help him help the Republic. Nothing violent. Honest.

When it came out that the meet was supposed to be at Kilmainham Gaol after dark, the boys got a little nervous. They had heard some unsettling things about the Gaol, and the suffering and death that had occurred there over the years left Mark with little doubt that the place was steeped in some rich negative juju. Still, they figured they better go see what was going on so that they could put a stop to it if needed. And, as they showed up at the Gaol, they noticed the rest of the characters skulking in Rogan’s car in an alleyway ((Yay! All the characters together, and less than half an hour into play!)).

The two groups spent a few minutes bringing each other up to speed, then came up with a simple plan. The O’Malley boys would go in first, as they had an invitation, and they would create a distraction ((Nate is especially good at providing distractions. Fiery, catastrophic distractions.)), allowing the rest of the gang to follow them in.

Inside the Gaol, Mark and Nate met with Sean Miller, a few of his companions, and around a hundred or so ghosts, including Padraig Pearse. Miller wanted some protection from the fey ((The Winter Warlord, Elga, was looking to get the ghost stone he was using back from him.)) so he could use his ghostly army to free Ireland from the English ((Step three: Profit!)). Mark startled Miller by putting him in a magic circle briefly, at which point Nate was tired of playing things carefully, so he started insulting the Pearse ((Who was already predisposed to not like Nate, after Nate had used cleansing fire to clean the ghosts out of the GPO.)).

At that point, I decided the distraction was occurring, so I cut to the outside group, and reported the gunshots, explosions, and flashes of fire coming from inside ((These are the standard signals that Nate has started a distraction.)). They all came running in.

Now, this was a big group – seven players – for running a large combat. I had been wondering how I would do it, and decided to go to a very loose, cinematic structure. Everyone got a turn, and we went round in an arbitrary order, letting people do stuff and deal with the consequences on their turn. This was easier than tracking initiative for the characters and the bad guys and going strictly by that and by the standard measure of a round. Instead, I let each character do about as much as would be shown in a single cut from an action movie fight scene of similar magnitude. Basically, they could each do one meaningful (cool) thing on their turn, and whatever other stuff got them to the place where they could do that cool thing.

I also let the initial part of the combat – the bit where Nate and Mark were alone amidst a horde of ghosts and several mortals with submachine guns – happen off-screen ((With the players’ consent. That’s important to note.)). I had them back-to-back in the middle of the mess when the rest came through the doors, Mark holding off the ghosts with a shield while Nate blasted them with fire. To reflect that they had been holding off massive odds for several seconds, I had them each take a 2-shift and a 3-shift Mental Stress hit.

The fight was a lot of fun. I think pretty much everyone got a good chance to have some spotlight time doing neat stuff. Some notable moments:

  • Aleister running into the press of ghosts and immediately shooting Sean Miller between the eyes ((So he thought. Miller actually took an Extreme Consequence (Eye Shot Out) and then conceded.)).
  • Kate’s Ghost-Freeze potion that took all the (non-Pearse) ghosts out of the fight right at the start.
  • Safire using her aspect Relatives Everywhere to know one of the prison guard ghosts that Pearse called in as reinforcements, and talking him into keeping the guards out of the fight.
  • Mark using the Ghost Dust he had prepared as a fist-load to punch right through Padraig Pearse’s head.
  • Nate’s mad, desperate wrestling match with one of the living opponents in the midst of slippery fire-extinguisher foam.
  • Firinne taking a video of said desperate wrestling match and uploading it because it was funny.
  • Rogan, broken leg and all ((Which I completely forgot to compel during the fight. Stupid!)), leaping into the fray and tearing the head off her opponent.

In the midst of this row ((Miss Kerrigan fainted, her cheeks at the same time as red as a rose.)), Miller dragged himself off. Aleister ((Who was the recipient of our first player-on-player compel bidding war. Two other players each offered him a compel on a different aspect – one to stay and help Nate, Kate, and Firinne, and one to go after Miller. This was an excellent way to dramatize the kind of internal struggle that we see so often in fiction but so seldom in roleplaying. It was pretty much the high point of the game for me, and I think for Aleister’s player, too.)), Safire, Rogan, and Mark tracked him to the courtyard where the 1916 executions had taken place. He made a feeble attempt to fight them off, but really had no hope. Safire grabbed the ghost stone, and Mark took a look at Miller with the Sight to see if he was being controlled in any way.

He saw that Miller was covered in blood, with blood running off his hands, but under his torn flesh, he shone like burnished gold that was hard as steel. And he felt a huge, intimidating presence behind him. One player-on-player compel later, Mark turned around to see a huge humanoid figure that seemed to be made of fire wrapped in chains. And it spoke Mark’s true name perfectly ((Cue Epic (+7) mental assault as Mark tried to close his third eye. It took him a Fate Point, but he pulled it off.)).

That’s when the sirens sounded, forcing the characters to run off before fully dealing with Miller. After all, he had conceded, so he got to get away.

In the aftermath, Mark told the rest of the group about his vision, saying that he thought he had seen the Martyr Ghost, the living embodiment of Kilmainham Gaol’s crucible-like property of burning away everything but the idea that drives a person. Rogan thought that this might be something useful for her to try, until it was pointed out to her that what Mark had seen of Miller suggested that he had undergone this purification.

And as for the ghost stone, the group destroyed it and delivered the fragments to Elga, who told Firinne that Winter was in her debt.

Because nothing bad can come of that, right?

The last thing we did that evening was I asked all the players to take some time over the next several weeks and to send me an e-mail outlining what her character would like to accomplish in the game. This will allow me to work a few more personalized hooks into the campaign, and start pulling a storyline ((As in an emergent campaign storyline, for those following along at home.)) for the overall campaign together.

And that’s where we left it.

The New 52, Week One (Plus History)

I love comics. And I’ve always been a DC guy ((I don’t dislike Marvel. I think Ultimate Spiderman is one of the best series ever, and Ed Brubaker’s Captain America and J. Michael Straczynski’s Amazing Spiderman are examples of great storytelling in any medium. But first and foremost, I like DC. Something about Batman, Superman, hell, even the Legion of Superheroes, just grabs me. I have a theory that your preference probably relates to what you started reading first.)). Over time, I’ve branched out into a lot of other companies, including a lot of the smaller press ones, but I’ve always – at heart – been a DC guy.

So, I was somewhat concerned when I started hearing rumours of a relaunch of the DC titles. And when those rumours were confirmed, I have to admit that I had the initial, knee-jerk reaction common to most fans ((“Keep your hands off my stuff! Don’t go changing things I like!” You know what I mean.)) and started mourning the loss of the comics I loved.

But I hate that reaction.

A little research turned up more information, and I started to become cautiously optimistic. Then I discovered that the entire New 52 thing was going to be introduced by another big crossover ((You know, I kinda hate those, especially when they happen so frequently. And especially especially when they put a gun in Batman’s hand and then kill him like a punk. Thank you, Final Crisis.)) event called Flashpoint. I figured that I could either check out Flashpoint and see what kinds of things they were trying to do, or I could just write off DC and cut waaaay back on my comic buying.

Given that option ((As those who know me will tell you, it wasn’t really a choice.)), I rounded up Flashpoint and started reading.

Flashpoint

Well, these big crossover events get pretty tangled, so I was very grateful to find Allyson’s Attic had a reading order list for the various books. That was immensely useful, so thanks for that, Allyson!

In general, I was blown away by the Flashpoint stuff. I realized pretty early on that this was a throw-away universe/continuity/whatever, so they felt safe taking some big risks in storytelling, knowing that the reset button ((Well, not quite reset, but set-back-to-more-traditional-status-quo button, anyway.)) was coming. That said, I was still very pleased by the size of the risks they took, and the stories they got out of it. I mean, when you start off with sinking Western Europe, and the Amazons invading England, you show people you’re serious about doing big things.

Flashpoint was made up of a number of miniseries, with a few one-shots and a single continuing series (Booster Gold) thrown in. Each of the miniseries focused on a different hero or group, and showed you a twist in the way they were in this new timeline. I don’t want to spoil things too much, but Flashpoint won my heart the instant I realized that Slade Wilson and Travis Morgan ((That’s Deathstroke the Terminator and the Warlord, for those who don’t know.)) were waging piratical naval battles in the water above sunken Paris.

The things the series did with Batman, with Superman, with Dick Grayson and Frankensein’s Monster were just brilliant. I wasn’t too impressed by some of the other books, like The Outsider, The Canterbury Cricket, and The Secret Seven ((Really, I have no idea why Shade the Changing Man keeps coming back. None.)), but most of the books were just good reads. I was even impressed by how the Flash ((I’ve never really cared for the Flash much. I don’t dislike him, not like I do Shade (see above), but he just never did much for me.)) was worked into all this.

And then it ended, and it left me pretty jazzed for the New 52.

Justice League #1

This was the first book to come out, and they started it pretty slow. The default assumption for the universe seems to be that Superman is the first open superhero, and he popped up on the scene about five years ago. Batman was around before then, but he was mainly regarded as an urban legend. So this book opens up five years before NOW (with NOW defined as the current time-point in the bulk of the new DC continuity) with the first meeting of Batman and Green Lantern.

There’s some neat stuff that happens, though as I said, it starts slow. They seem to have gone back to basics with the characters – Batman is grim, pessimistic, and kind of a dick, while Green Lantern is cocky, smug, and kind of a prick. The bulk of the issue is devoted to setting up the expectations of both the characters and the world: the characters are as stated, and the world thinks they’re dangerous criminals.

I liked the issue, and I’m heartened by the fact that they’re taking their time with the storytelling.

Action Comics #1

Restarting the numbering on Action Comics is a pretty big deal. The fact that DC did so, in my opinion, shows that they are seriously devoted to the new universe, and I like that.

Story-wise, this book presents a younger, cockier, less-boyscoutish Superman than I can remember seeing. He’s still a nice guy, and he still values life, and still upholds justice, but he’s going after people that the law can’t touch. And he seems to be having fun. That right there is an interesting take on things, and it was surprisingly refreshing. I found myself liking the character, and the book, a whole lot more than I expected. And for those of you on the Interwebs complaining about Superman’s costume in the book, get a grip.

Animal Man #1

Never followed Animal Man previously. No real reason – I just didn’t. This story struck me as very human. Buddy Blake is a pretty normal guy, and the story is, in large part, about his concerns for his family. He’s grateful for his wife’s support, he worries about his kids, and he hopes he can make them all proud and keep them all safe. So that’s where he’s going to get hit, and the hit, when it comes in the book, is really pretty awesome. Definitely hooked me.

Batgirl #1

I’ve always liked Barbara Gordon, first as Batgirl, and then as Oracle. I liked the recent Batwoman run in Detective Comics. I think that there are interesting Batman stories to tell that benefit from ((Maybe even require.)) a female point of view. So, I was happy to see her getting back into the game. They haven’t dismissed everything that happened in Alan Moore’s stunning The Killing Joke – Babs was still shot, still crippled. But in the new universe, she regained the use of her legs after lengthy rehab, and is putting on the cowl again.

There was a lot about this book I liked – Barbara as a strong, smart, resourceful, determined woman, both in the costume and out of it; Jim Gordon’s worry and devotion to her; her own fears and doubts and her struggle against them – but there was some ham-handed stuff that just didn’t work well. I mean, having a roommate introduce herself by saying, “I’m kinda an activist,” and point to a big Fight The Power scrawled across the living room wall in fresh paint. I know they have a limited amount of space to introduce the characters, but that one hurt.

Not enough to turn me off the book, though.

Batwing #1

Okay. A black Batman works for all the same reason a Batgirl or Batwoman works. It gives you access to stories that you couldn’t tell otherwise. And setting the thing in the Democratic Republic of the Congo is brilliant. Batman stands out as a sort of dark anomaly in the US – a savage force lurking inside civilization. Batwing lives in a more openly brutal world, with people who aren’t going to be frightened by a bat. He faces horrific conditions without the supporting infrastructure that Batman has. His world is not Batman’s world, but he still tries to do Batman’s work. The character rocks, and the book rocks.

Detective Comics #1

Like Action Comics, it’s a big deal that DC started Detective Comics over at #1. This is a great Batman story, and the Batman in it is less of a dick than the one in Justice League. That may be because this is set later in his life (in the NOW), or it may be because he isn’t interacting with any other superheroes on his turf, so he doesn’t need to do the alpha dog thing.

But this is hard. Core. Batman. It is nasty, and brutal, and glorious, and heroic, and dark, and disturbing. The Joker is awesome and terrifying, and the story that this kicks off really bears watching. It looks to be amazing.

Green Arrow #1

Like Animal Man, Green Arrow was just not a hero I ever followed. I liked Frank Miller’s bitter, disillusioned socialist version in The Dark Knight Returns, but other than that, he didn’t really appeal to me. I’m not sure if that’s changed with the new book, but they seem to be taking a different tack – one more inspired by the Smallville Oliver Queen. He is sort of the anti-Batman, now: rich, dressing up to fight crime, but with a larger support team and less brooding. It bears watching.

Hawk & Dove #1

Well, Hawk and Dove were always heavy-handed heroes. That hasn’t changed. There’s not really anything subtle about the avatars of War and Peace, and not really anything subtle about the book. We get that Hank’s angry. Of course he’s angry. He’s Hawk. And Dawn ((Who seems to be Deadman’s girlfriend. How does that work, exactly? Is that left over from one of the infinite crises that have plagued the DCU?)) is keeping a secret from him, something about his brother, and she’s anguished about it. I’m going to give it one more issue just because it had the line, “Nobody likes zombies anymore!” Maybe it’s just first-issue jitters. Or maybe it just doesn’t work for me.

Justice League International #1

I dunno. This is, like the JLI books of the 90s, a light superhero comic. It’s got a bevy of good comedy-fodder characters – Booster Gold, Guy Gardner, Rocket Red, maybe Plastic Man – but it seems to be trying too hard. The story has potential, more because of the political aspect of being a supergroup assembled by and reporting to the UN than because of the awkward comedy so far.

Men of War #1

Really mixed feelings about this one, caused by the fact that there are two stories in the book. The first shows how Corporal Rock became Sergeant Rock, and it is pretty good. It gives some insight into the man beyond his sleeveless shirt and crossed bandoliers, and it places him and Easy Co. firmly in the DC universe, with the appearance of a superhuman ((Which does not go all that well.)). I liked it.

The other story is an anvilicious tale of the Navy SEALs in a modern conflict. It reads like a re-purposed propaganda script, and it drove me nuts. I hated it.

But Sgt Rock. Sgt Rock. Okay, I’ll go another issue.

OMAC #1

I remember liking OMAC back when he was a back-up feature in (I think) Warlord. I realize that the idea went through some changes just prior to Final Crisis, because Brother Eye was zapping folks into OMACS left, right, and centre in that arc, but I never really figured out what the changes were. Now this book makes it look like DC is splitting the difference, with one OMAC, linked to Brother Eye, but with transformation and taking over the body and consciousness. I hope that they stick with one OMAC – hard to have a hero book with a random hero every issue ((Though Warren Ellis’s Global Frequency did it with great aplomb, making a great series. But even it was a limited run.)).

There’s plenty of Kirby-esque weirdness going on the book, which is good. The art captures the Kirby style without just aping it – the influence is very recognizable, but the artist’s own style shows through. All in all, I really liked the first issue.

Static Shock #1

Static has moved to NYC, giving the book even more of a Spiderman feel than the character had previously. This is not a bad thing – adolescent superheroes trying to sort out regular adolescence coupled with the complications of super powers is a pretty good mix for pulling stories out. Look how many great Spidey moments came from just the struggle of a teenager to prioritize things.

That said, I’m hoping the book stretches out beyond that bailiwick. If it stays there, it’s going to get more and more comparisons to Spiderman, and the storylines starting to be developed look to deserve better than that. I have hopes – the last page ((Actually, this bears mentioning: pretty much all of the new books end with a page that has caused me to go, “No way!” Detective Comics was the most pronounced (and horrific), but the gang at DC are working really hard to hook you into issue #2 of all the books. And good for them!)) had a cliffhanger that really caught my attention.

It’s a good book, so far.

Stormwatch #1

I was leery of Stormwatch in the DC Universe. The types of stories told in the various Stormwatch series, including The Authority, are both bigger and grimmer than we usually see in the more mainstream comics. And the inclusion of Martian Manhunter on the Stormwatch team really made me nervous. After reading the first issue, I’m still nervous. There’s some less-than-elegant exposition dropped on you ((I’m looking at you, Projectionist!)), and MM’s reason for joining Stormwatch is a little too trite for my taste, but the basic story told in the book is as big and grim and awesome as I could have hoped. I’ll give them a couple of issues to decide if the mix is chocolate and peanut butter or cheerios and spam ((If you have tried cheerios and spam and like it, I don’t want to hear about it. It’s just a bit of rhetorical metaphor. Leave it be.)).

Swamp Thing #1

I like Swamp Thing, whether he’s Alec Holland or just the memory of Alec Holland in a plant elemental. He is, after all, the source of my all-time favourite comic character, John Constantine ((And if you think I’m not terribly afraid about what DC is gonna do to my John Constantine, you really need to buy a clue.)), and the big green thing that saved us all at a certain seance in Washington DC by arm-wrestling the hand of destruction ((Hey, DC! You know what you need to round out your new books? Night Force!)). But I hadn’t followed it the past little while, so I was kind of taken aback by this book. Alec Holland alive and human and working construction was not a sight I was ready for. Is that something that happened in the main continuity, or is it something new?

Anyway, there are some neat things happening here that may (or may not) be linked to what’s going on in Animal Man, and a return of a great foe from the old Alan Moore days of Swamp Thing. It looks promising.

Digital Sales

One of the other things DC did with this relaunch was go to day-and-date electronic sales for their comics. I love this, because I love reading comics, but I have waaaaaay too many of them in my home. So, now I can buy the book electronically on the same day as the print version becomes available, and store them on my computer, read them on my iPad, take them with me on my iPhone, the whole thing. My only complaint about the setup is that I can’t subscribe to the digital comics, getting them automatically downloaded to my devices when they become available. That’s not a big complaint, but it is a complaint.

In fact, looking through the Comixology site while I was getting ready for the launch of the New 52, I wound up buying a number of other comics. These were mainly old series that I had read long ago, but wanted in a convenient, portable form. No hunting for back issues; they were all there to be downloaded. I spent more than I had intended on rounding out my collection in light of the long plane trip coming up for me.

So, yeah, as far as I’m concerned, every comic company should go to the day-and-date electronic sales format. But that’s just me.

So?

There’s plenty of complaining on the web about this new launch. I think there’s something kind of disingenuous about accusing a company of making a cash-grab – companies exist to make money, and that means getting us to give it to them. It’s not a cash-grab, it’s business. And there’s been some complaints about the new costumes, which doesn’t bother me – if there’s one thing we know about comic books, it’s that each artist puts his or her own stamp on a character and costume, and both things change and evolve as the book goes on. And there’s been some public squabbling about gender and race employment and portrayal, and I’m just gonna steer right clear of discussing that.

Me, I come down pretty positively on the whole thing. If this is a cash-grab, DC has successfully grabbed my cash, and I have no regrets about that. I think the fresh start presents the opportunity for a lot of interesting new stories, and I want to see them. I’m hoping that DC will continue to take big risks with the books and stories, doing audacious, challenging stories that will equal some of the things they did in Flashpoint. I think I’ll be a little disappointed in that, but I’m willing to give them the chance to prove me wrong.

I’m more excited about buying and reading comics than I have been in a long time. That’s really all it comes down to.

Let’s See What Happens, Part Three: Sandboxes

So far in this series, I’ve given an overview of how I develop storylines out of a campaign, and I’ve talked about the Secrets Deck. Now, it’s time to discuss Sandboxes.

Sandbox is a term we use in games to indicate that the players can pretty much go anywhere and do anything they like – they set the agenda, they choose the direction, and they go. This is a little bit ingenuous, though; they may get to go anywhere, but it’s anywhere on a list of places that exist in the game world. They can do anything they like, but in-game situations and out-of-game rules constrain those actions to a degree. Sandboxes aren’t completely player-driven, much as we may like to think they are. They’re a menu of options that the players can choose from.

That said, it’s important to have a wide range of options available if you don’t already have an idea for where the campaign is going. This will allow a broad spectrum of experiences for the players to choose from, and let you experiment with different tones, moods, themes, and techniques to find what works for the players ((I’ll talk about this in much more depth when we get to the Watch Their Eyes post.)), and what works for you. There’s an added advantage (to my mind) of having a wide array of things in your Sandbox – it makes the world feel bigger than the characters, and more alive.

So, how do you build a Sandbox game?

The Nature of the Sandbox

Two games that I’ve run that have had great success with Sandbox-style play are The Armitage Files and my Fearful Symmetries DFRPG campaign. The type of Sandbox in each campaign is structured differently, and you need to decide up front which kind of structure you’re going to use. In The Armitage Files, the Sandbox consists of a set of documents liberally sprinkled with references to people, items, events, and places that are not explained, but sound mysterious and intriguing. In Fearful Symmetries ((And any DFRPG game that goes through the setting-building section of the game.)), the Sandbox consists of a list of locations, threats, people, and themes.

Really, the type you choose is going to depend on – and determine – what type of campaign you’re playing. The default assumption in Cthulhu-based games is that the PCs are investigators seeking out mysteries, so it makes sense for the Sandbox to be constructed of rumours, clues, and hints. In DFRPG games, the default assumption is that the game takes place in a given city ((Though this is not necessary, and is addressed in the setting construction chapter.)) that the characters know fairly well, so it makes sense for the Sandbox to be constructed from people, places, and groups in that city.

The two approaches are not mutually exclusive, of course. In fact, they can’t really be exclusive. You need some concrete things in a informational Sandbox to give the characters something to grab hold of in order to kick off an adventure. And you need informational things in a geographical Sandbox to let the characters know where the cool stuff is happening. But the balance between the two is important to consider.

Let’s take a look at a video game example to illustrate one end of the spectrum. Oblivion is very much a Sandbox game, with a strong geographic ((Most CRPGS work on a geographic slate. It’s certainly easiest to conceptualize in that medium, and allows the programmers to scale the difficulty of the opposition by geographic area.)) focus. Yeah, you get information to follow the main story along, but you also spend a fair bit of time just wandering around the countryside, stumbling across random dungeons ((Seriously, what’s with all the dungeons littering the countryside? Why does every little cleft in the rock open into a vast underground network of caves filled with monsters? Shouldn’t someone be doing something about that?)), and cleaning them out.

The Armitage Files highlights the opposite end. Aside from the assumption that the game is set in Arkham, Massachusetts, there is very little concrete or geographical structure to the Sandbox. The occasional reference to a specific place – Kingsport, Zurich – is still just an informational cue for the game. Most of the clues could lead the characters anywhere.

Most campaigns deal with going somewhere and doing something. If  your Sandbox is primarily geographic, then characters will be going somewhere to see what’s there. They will look at the map ((Or whatever equivalent you have in the game.)), and say, “We go to Bitter Creek. What do we find there?”

If it’s primarily informational, then characters will be going somewhere to do something specific. They will look at their information and say, “We head to Bitter Creek to find the missing prospectors.”

In either case, it could wind up with the same adventure – searching for missing prospectors – but the hook in is different.

Determining how much of the Sandbox is informational versus geographic will shape the ways the players interface with the game fiction, and say certain things about the campaign. So devote some thought to where you want to set that slider.

Putting in the Toys

When you have decided on the nature of Sandbox, you need to fill it. There are a couple of ways to do this:

  • Solo. This is the traditional way to design a campaign. You sit down with your blank Sandbox, and think up all the stuff that goes in it. Pros: You get to put in exactly what you want, the players don’t know any of the secrets. Cons: You are limited by your own creativity, you have to do all the work.
  • Collaboratively. This is the default in DFRPG. You and the players sit down and populate the Sandbox together. Pros: Less work for you, you get the advantage of everyone else’s creativity, players get invested in the game. Cons: You don’t have complete control of what goes in, the players know secrets, requires the players to agree to participate.

I have to say, I’ve become a huge fan of collaborative setting building, mainly because it gets the players excited about the world and it puts in things that I never would have considered ((Baba Yaga in the sewers of Dublin, for example.)). That said, it does require that the players be good about separating player and character knowledge.

Whichever way you do it, it is vitally important not to do too much detail work ((That way lies madness. No, really. Madness.)). You never know what is going to be important at this point, so you may wind up wasting hours – days, weeks – fleshing out things that never get touched in play ((I’ll talk about this more when I get to the Discard Liberally post.)). Not only will this frustrate you, spending the time will delay the start of the game. And if you’ve taken the collaborative approach, every day you spend tweaking the things the players helped you come up with, their attention and enthusiasm will wane just a little bit more.

So, go high-level. Add a city to the Sandbox? Write two or three sentences about what the city is and what it means to the game. If you’re using a Secrets Deck, make sure you come up with at least one secret for the thing. For example:

Belys is a prosperous city-state ruled by a collection of genasi noble houses. It evokes the Thousand and One Nights Baghdad feel crossed with Renaissance Venice, with wondrous magical devices for sale and convoluted politics and scheming behind the scenes. This is the foreign city that becomes the characters’ home base in the Paragon Tier.

Secret: The mystic power of Belys is based on an arcane machine that imprisons a legion of djinn and efreet, harnessing their energy for the use of the noble houses.

That’s more than enough to go on with. Now I know enough about Belys to seed some hints in the rest of the game, and to improvise if the players suddenly decide that they really need to go there now! 

If you’re putting lots of elements in your Sandbox – and that’s really kinda the point, after all – coming up with just this much for everything is going to be more than enough work. I recommend tossing in a few evocative references with nothing attached to them for developing later – the ruined tower of Asterys, Kraken Bay, the Rookery, whatever sounds cool and fits in the campaign. That way, if you have a good idea after the game starts, you have something to attach it to.

The nature of your Sandbox – it’s place on the geographic-informational continuum I made up in the topic above – will determine what sorts of elements you put in it. If the structure is primarily geographic, the elements are mainly going to be places, with some people and rumours thrown in. If it’s primarily informational, then you’re going to have a lot of clues, rumours, hints, and people with information, with a few places and items thrown in. Mix and match as required for your vision of the campaign.

Showing the Sandbox to the Players

Once the Sandbox has toys in it, you have to show it to the players. How you do that is going to depend on what sort of Sandbox it is, and the forms the toys take. If the game is primarily geographic, you may want to hand them a map with the various locations labeled on it. If it’s informational, you might, for example, hand them a mysterious document with a number of unexplained but intriguing references.

If you’ve done setting creation collaboratively, the players will already know a fair bit about the Sandbox. In these cases, I often just type up and flesh out the notes we came up with at the setting creation session and distribute that to the players ((Less any secrets I’ve thought up in the meantime. I mean, the players need some surprises, right?)) as the setting bible. It’s important at that point to have a discussion with the players about segregating player knowledge from character knowledge, but so far I’ve found with my players that their involvement has made the setting cool enough to them that they will happily ignore anything their characters shouldn’t know so as to have the fun of finding it out in play.

The point is, of course, to let the players see what options they have. You don’t have to give them a look at all the elements in the Sandbox, but they do need to see where a few things are, and get an idea of the scope and nature of the setting so that they can start making decisions. I mean, yeah, you can plop them down in the middle of nowhere with no map and say, “Where do you go from here?” But that initial decision, being pretty much totally random, is meaningless to the players, and to the characters ((Not to mention that it undermines the notion that they have free choice in the campaign, because they can’t see that their choice makes any difference.)). You need to give them some context and structure to complete the buy-in and make the game matter. You need to give them some sort of map, even if it’s just a blank sheet with a dot that says You Are Here, two dots marked Sweetwater Gulch and New Zion, and a line connecting the three points marked Road. Now they’ve got real, meaningful options.

Setting the Agenda in Play

Okay, so you’ve got your Sandbox all set up, and you’ve shown it to the players. What next?

Now, you have to start structuring the actual adventures. In a broad range of choices, it’s easy for the characters to become paralyzed with indecision about what to do next, so you have to point them subtly ((And sometimes not-so-subtly.)) towards the adventure. The best way to do this at the beginning is to constrain their choices.

Yeah, that sounds like a bit of hypocrisy after the whole bit about building in choices and making sure the choices are meaningful, but hear me out. Traditionally, RPG adventures initially place the characters in a reactive role: something happens, so the players have to respond. A stranger in a bar needs help, so he asks the PCs to go into the dungeon. A socialite is murdered, so the PCs have to find the killer. The supervillain is robbing a bank, so the PCs have to stop her.

It can take some training before players will actively set their own agendas and seek out adventures. They need to see that they have the power -  the agency – to set the agenda, and you may need to lead them to that realization gradually. So, start small, dropping pointed opportunities rather than outright adventure hooks: instead of the bartender telling them that some punks have stolen the bar sign and the PCs have to get it back, just have the whole bar be surly and upset, and let the characters figure out why that is and decide for themselves what to do about it. It’s a small step, but it will eventually lead to PCs telling you what they want to do in the next adventure ((While this may feel odd to you as a GM at first, embrace it. It lets you focus your creativity on what happens in the adventure, rather than on what the adventure is. Relax and let them boss you around.)).

Even if your characters are used to setting their own agenda in games, you still want the choices to be a little limited at the beginning, just to help them get into playing their characters and interfacing properly with the campaign and setting. Leave the big choices for later in the game.

Now, once the players start really taking the lead in setting the agenda, you will sometimes find they have a tendency to deliberately try to surprise you, or put one over on you, or fake you out. This is an artifact of the adversarial-GM fiction that I’ve talked about before – the players “know” the GM is out to get them, so they have to trick the GM in order to win, whatever winning means. How do you deal with that?

Easy. Ask them not to. Tell them that, while you’re totally cool with them setting the agenda, you need a little prep time to make sure you have interesting things for them to do. If you talk to them about it reasonably, and play fair with them ((This is, of course, an important point. Don’t screw them when they do what you ask them to.)), they will be more than willing to be honest and upfront with their plans, so you can make plans of your own.

Which brings me to…

Being Prepared

The beauty of the way Sandbox games are structured is that you don’t have to build in a lot of depth before you need it. You don’t have to have thirty fully prepared scenarios ready to go at a moment’s notice, just one. As long as it’s the right one. That’s no more than you need to prepare if you’re running a more traditional campaign, where you as GM set the agenda and dictate the adventures, but it has the added bonus of being something you know the players and characters are interested in because they chose it. They have choice, you get to flesh out that choice to make it cool, then they get to play through it and make the whole thing cooler.

Now, making sure you have the right adventure ready is very much a matter of communication with the players. For the first adventure, I talked about constraining the choices available to the characters, and I gave a couple of reasons. There are other reasons, having to do with preparation: if you limit their choices, you need to prepare less for that first adventure. I recommend building just one adventure, but have a couple of different ways into it. Yeah, this is a bit of a cheat ((I don’t like inflexible rules in anything, including running games. I will use any tool I need to in order to build a play experience the players enjoy, even if it means I have to lie, trick them, and cheat behind the scenes. I will do what I need to do to bring the cool.)), but it gets you playing and pulls the characters into the game. Then, at the end of that adventure, ask them what they want to do next.

Couple of important points about that:

  • Ask them at the END of the adventure. This gives you time to prep the next adventure based on what they want to do.
  • Force them to a decision. Don’t bully, but make them choose something specific so you have a starting point for your prep work.
  • Get them to commit. If you’ve put in a month’s work on an adventure that they’ve said they want, and they show up at the session, and say they’ve changed their minds, I think it’s allowable to strike them in the head with something heavy ((Disclaimer: Maybe I don’t really think this. But when it happens, I want to.)). Make it clear that their choice is binding, and if they come up with a better idea at the start of the session, defer it for a later adventure.
  • Make sure you accept their decision. Point out options, offer opinions, but don’t try and make them choose something they don’t want. Once they’ve chosen, don’t try and weasel the adventure around to something else. Don’t use the adventure to punish them for not going with your idea. Basically, don’t be a dick.

When they’ve told you what their plans are for the next step, prepare the adventure based on that. I don’t pretend to know what kind of prep work you need to do for your game – that varies from system to system, and from campaign to campaign, and from GM to GM – but spend that time trying to make the characters glad they chose the option they did. Pour coolness on the idea, throw in some neat twists and surprises ((But, as said before, don’t weasel it around to a different adventure.)), make the opposition interesting and engaging, and do what you need to do to make the adventure rock.

A crucial part of preparing for a Sandbox game is keeping track of what happens so it can inform the rest of the game. In a linear game, this is pretty straightforward, but it’s a little more complicated for Sandbox games. Take notes, and leaf through them when you’re prepping adventures to see if there’s anything interesting that you can call back up to add some continuity. Make sure you don’t lose the name of the NPC that you made up off the top of your head but has now become important. Keep track of any surviving villains and not-quite-extinct plots and conspiracies, and any extinct NPCs or cities or helpful organizations. This becomes invaluable when it comes time to start pulling the threads together for the emergent storyline that the campaign generates.

No matter how much you prepare, though, you’re going to wind up having to wing it from time to time, so make sure that you’re ready for that, too. Keep an encounter or two salted away for when you need to send in the ninjas ((Whatever the ninjas happen to be in your campaign.)), and try and tie these encounters into other aspects of the game. Using a system that is easy to improvise in – GUMSHOE and FATE, for example – means that you can get a lot of mileage out of a single encounter, while systems that aren’t quite as easy to improvise in – D&D, for example – may mean you need to have a couple encounters ready just in case. If nothing else, sending in the ninjas gives you a little bit of breathing room to cope with the unexpected player choice that prompted your little panic attack.

When you do improvise, it’s even more important to take notes to keep things straight. If you haven’t tied the improvised section into the main plot before, take a good postmortem look at the notes, and figure out how it’s related after the fact. It helps build verisimilitude. Not that it has to be tied to the current main plot; sometimes, it can be fun to throw in an alternate storyline to see if the characters ((And players – this can be very confusing for players, so be cautious.)) can figure out that there’s actually two different things going on at once. Or, it can be a hook into a new adventure, showing up a little early.

Lather, rinse, repeat.

 

That’s about all I have to say about Sandboxes. The next emergent storylines post will show up within the next couple of weeks, and I’ll talk about Watching Their Eyes.