Archive for the ‘Tabletop’ Category

Getting back into the game, part two…

Monday, February 27th, 2006

In an effort to jump start my campaign I’m going to go back to basics after taking a long hard look at my work up to this point and in doing so am going to apply the old rudimentary Who-What-Why-Where-How method, though not necessarily in that order. Non-gamers at this point might be asking, why do any of it? Good question and it falls on the heels of a post over at Treasure Tables about gaming history but my answer is less about gaming and more about history.

I used to count myself as being a very creative person, playing music, writing stories, drawing, painting. A good part of my free time was occupied by making something out of nothing and then something changed. Real world pressures built up, choices had to be made, and I ended up putting aside many of the things I used to do with my free time. Some of it had to do with changing friendships and new obligations that pared my free time down to nothing but most of all it had to do with how I was attempting to define myself. I didn’t define myself as a creative person anymore, I was only a spectator, a consumer of creative things. So what does this have to do with gaming?

Gaming, for the past year or so, has been a gateway back to the person I was, though, that is not to say I am regressing. In thinking about what made me start up again it was less about the game and more about the social aspects as well as the creative ones. I wanted a chance to sit with like minded people and let my imagination free if only for a couple of hours one evening a week. Pen and Paper RPG’s gave me that outlet and interestingly enough that outlet lead to me starting this blog and eventually Candied Pop as well. Why? Because I feel less inhibited.

Gaming, particularly Pen and Paper, is a geeky pursuit. Honestly, grown men and women sitting around a table pretending that they are saving the world all the while crunching stats and gliding little painted metal figures about a grid sounds and even looks pretty lame. Fact is that it is pretty intoxicating, much like when you were six and tied a blanket around your neck and declared to the listening world that you were a hero. All the worries of life melt away in those hours huddled about the table and when I climb into my car I have moments of clarity where I realize that life is too short to continually hold yourself back. So if there is something that you feel passionate about you better do it because there is only one chance. Certainly a Hallmark moment but I’m serious. There is more to life than money, car, and career.

Bottom line, my life might be more stressful and my career stalled on the tracks but I’m actually happier at this moment than I have been in a long time. My life isn’t about gaming but gaming help show me what my dreams are. My life is about being creative and expressing myself and maybe writing this campaign will push me to write a book or even re-build my recording studio because, on days like this, I’m sick of sitting in the stands and looking over my shoulder to see if the Joneses approve.

Getting back into the game…

Friday, February 24th, 2006

What with the flurry of activity over here at Elwood Heavy Industries and my rampant ADD I’ve been barely keeping up with my regular Tuesday night game let alone even taking the slightest look at working on my own campaign, which has already gone through dozens of plot revisions in my head. I really enjoyed working on the first part of the campaign, although running it felt like holding a tornado by its tail, and really would like to get cracking on the next section.

Our GM for the moment is running his second game and I have been really enjoying what he has worked out not just as a player but from the perspective of writing a campaign. He does a great job of setting up a basic plot, along with some devices and alternate endings and solutions, and then letting us run loose with it. It never feels like it runs on rails but he has a skill for keeping us moving towards the ultimate goal all the while making us feel like we have had a challenge that we ultimately overcame after a long struggle. Balance is key: provide challenges but make it enjoyable. For myself, in GMing I find the most enjoyment out of providing intellectual puzzles and I struggle with finding ways to incorporate that into the game itself.

The specific challenges I seem to be facing as a GM are the structure of the plot and the world. I find that I am creating these infinitely complex plots and sub-plots without properly designing structures to navigate the players through the world and more importantly, will it even be enjoyable? I think that the problem is that I am approaching the role of a GM as more of a novelist rather than a puppet master. Not terribly fair to the players as they are there to interact with a world not play out scripted events and rolling dice to add an element of interactivity. The other problem with developing vast plots is that the players, like people in the real world, are often minor players and that large scale happenings are made up of a cast of millions. How, as a GM, do you convey a sense of purposefulness without the plot devolving into triteness, hence, “You are the last of your kind,” “The fate of the world rests on your shoulders,” kind of tripe.

Depth and complexity to the world and the players purpose in it are the two things I really want to get across. To have the players face difficult decisions, gray areas that challenge their characters chosen alignment and background, and to have tangible consequences arise from those decisions. The first part of the campaign that I ran was essentially a modified fetch quest, “Find out why A is happening and make sure that solution B is applied.” Not very dynamic nor terribly epic feeling but my goal was to use that first dungeon as a means to springboard the party into a real conflict, one with many different sides and to hope that the party’s differing motivations would allow for some real struggles in unraveling their purpose.

As I sit back and think about the above I ask myself, “Is that fun for the players?” Sure, there are bound to be people out there that enjoy games with plot twists, ones that abound with puzzles and challenges that go beyond the dice but do the people I game with want that? Added to that is whether or not a game like that can work well in a once a week four hour window. I’m not sure. As a player I try and keep game notes so that in a week or two I know approximately where we have been but it is not unusual for me to forget who we’ve talked to or even where we have been. It is like I suffer from dissociative amnesia and am entering a fugue state once a week. Would a complicated plot do the same to my players and thereby lessen their enjoyment?

Tough questions and it comes back to balance. I suppose that the best course of action is to work out the world, its cast of characters and the overarching plots and then select a small trajectory for the players to travel. To treat their journey as a thread in a tapestry, one where there are many intersections but where the game is clear in terms of motivation and purpose. To simplify their role in whatever convoluted and complex world I am tinkering with. Certainly, something to chew on.

Here’s a link dump of some articles over at Treasure Tables that I’ve been reading over (and over):

Worldbuilding Ideas from Principia Infecta

Prep and Running Games: Oil and Water, or PB and J?

RPTips: 31 Questions To Define A Culture

A Modular Approach to Worldbuilding

YAQUARoR…

Tuesday, December 20th, 2005

Yet another quick update about Ruby on Rails; I managed to get it working with Apache2 and CGI, albiet it is a touch pokey but functional so I am another step closer to making it available. On my list of things to-do is rebuild the SRD database which was lost in the great database crash of November and flesh out the CSS. The hurdles that I forsee in the future center around the base URLS of the site as RoR likes to be the center of attention and that just is not how things run around here. Hopefully, I can iron that out, though it is more than likely that I’ll need to create a subdomain for the project.

On a related note there looks to be several books coming out this spring to join Agile Web Development with Rails; here’s the results over at Barnes & Noble. Safe to say you can skip the fourth one unless brass jingling is your thing. I’m thinking of grabbing a couple this spring to help give me a boost. I learn best while reading and doing; not so much Googling while doing.

Quick Note – Campaign Database

Thursday, November 17th, 2005

A couple of weeks ago I wrote about how I was going to bring together the chocolate and peanut butter that is databases and D&D–yes, all very geeky–and how OpenOffice Base failed me miserably. Well, I stumbled on an even better plan this time–we’ll call it (chocolate + peanut butter) * girls in bikinis–Ruby on Rails.

This afternoon I sucked in the 3.5 SRD, thanks to the fine folks over at the d20-xml group, and started fleshing out the structure using Ruby on Rails. I’ve been looking for a reason to really put RoR through its paces while learning more about it and this project seemed to be a good way to do it.

So far there is nothing groundbreaking, I’m going concentrate on making the SRD searchable and relational. After that I’ll begin fleshing out the tables and modules necessary to allow it to track characters and campaign data. I have next week off so I might get some coding done then and maybe will have something live in a couple of weeks for people to take for a spin.

Simple campaign database solution, please. And make it open, ok?

Thursday, October 27th, 2005

Geek synergy would be an apt description. I’m going to take two things that make my heart all a flutter, RPGs and databases, and let the two run wild through a field of wild flowers and see what offspring they produce in time. This has been an idea that I have toyed with for a long time, plans often centering on building a web application, but the time and tools never felt quite right. This time, however, I am going to jump right in but scale things back a little bit.

OpenOffice 2.0 was rolled out with the latest build of Ubuntu and it includes their database solution, Base, which for all intents and purposes is very closely related to Microsoft Access. It seems that Base would be a great place to start building a self contained campaign manager similar to the commercial offerings out there. Those commercial offerings have really been a thorn in my side as well, only running on Windows and often featuring some real janky interfaces and cludgy reports so I figured I’ll do the opposite; I’ll make it open – you’ll just need OO2 – and easy on the eyes – none of this VB Forms 1.0 crap.

The very first offering 0.001 should be ready in a day or so and will cover characters, both PC and NPC and basic reporting on said characters. The challenge will be translating the one-dimensional yet relational character sheets into normalized data sets; I would like to do it right the first time because nothing is worse than normalizing and existing structure. Trust me it can me like eating mayonnaise sitting out on a sweltering July afternoon.

Now just to think of a name. Base Camp, sounds just cheesy enough.

“Like a morningstar to the codpiece.”

Tuesday, October 4th, 2005

DnD Ad Campaign

If you’re going to sit in your basement pretending to be an elf, you should at least have some friends over to help.

Amen.

via Kotaku and boing boing