Roleplaying Games


Over the decades, I’ve had a chance to play with a few gamemasters here and there, and to observe a few more. One thing I noticed was that very few GMs understand pacing — how to keep a game running smoothly and quickly. Their games bogged down in full, but unproductive side chatter, characters meandering into side plots that didn’t involve their other characters or had little to do with the main story, or simply lacked a certain energy.  There are a few reasons for this. I’ve broken these down in to three rough issues: preparation, engagement, and timing.

In this post, we’ll deal with the first — preparation.

First and foremost: have a working knowledge of the rules you are using, know where the tables and rules you will need are in the rulebook, and be ready to ignore the rules if you will slow play looking for how, say, that grenades damage fall over over what distance. Just make a ruling and go.

There’s been a host of gaming blogs that have been playing down the importance of preparation in favor of improvisation. I’m just going to get to the point: many of them are wrong. Preparation is essential to success in all thing, but the trick is the right amount of preparation. That doesn’t mean improvisation isn’t important or doesn’t have it’s place. As a military turism goes, “A plan never survives contact with the enemy…” and a game plot never survives (fully) the involvement of your players.

That’s kinda the point. You are all working together to tell a story, but as with a military unit, a software development team, or a bunch of guys working at a fast food restaurant, you need an objective and at least some kind of leadership — even a collaborative one.

A quick bit of history to place my comments properly: Most RPG systems have a game master and players. The GM prepares some kind of basic plot or objective which the players attempt to achieve. In early RPGs, the GM was an actively antagonistic force, working against the players. Later, this evolved into a more collaborative role, working with the players to run through a story as more of a facilitator or “storyteller”, to use the White Wolf term. Most recently, GM-less or collaborative storytelling games remove the hierarchical nature of GM/player and everyone gets to work together, perhaps with some sort of facilitator (or GM) to keep things moving. I’ve played in all and found that the best balance seems to fall in the middle — a GM with some level of fiat and control over the universe, but not an active antagonistic force. You may feel differently.

The trick is the right amont of preparation. Too little preparation — what I link to “sandboxing”, or letting the players wander about a gaming environment looking for something to do — has intrinsic problems of pacing. It is player controlled, and that means multiple people with differing points of interest. This leads to parties being split in ways that are not always conducive to achieving the supposed point of the mission. It also tends to favor the more powerful personalities in the party, as they can suck all the air out of the room and focus all the attention on their characters.

Too little preparation also means that when players do the unexpected (and they will), you have to improvise. If you’re good at this, no issues; if you are not, something as simple as “what’s the barkeep’s name” can create a blip in the flow of play. (One of my ways around this is to say something like “he’s credited as ‘barkeep’ in the credits.”) If you are involved in a combat sequence, you might want to have a good metal image of the field of play so you can map on the fly, if you don’t do it ahead of time. Nothing slows play like “I can’t visualize this — can you explain the situation again?” Or worse — you have no real plot, villain, or story and are just leaving it to the players to come up with something. There’s only so much manly carousing at a pub that players will want to do.

Another problem is too much preparation. The kitchen sink style of prep leads to GMs wanting to use every little bit of the campaign world they’ve created. It can mean asides and distractions from the action that are unnecessary to the plot line and bog down play.

Here’s a few examples: You join a D&D campaign that’s been in play for a few years, or which is just firing up but the GM has been crafting his world for the three years he had no players…it’s a beautifully realized world with an 80-page campaign bible you should read when you get a chance… 1) No one cares what happened 90 years ago in the Kingdom of Bratwurst unless it has direct import on the mission, so 2) if you don’t need it, don’t show it. An example: does it matter what King Louis XVI was doing before he got the chop when you are fighting Wellington at Waterloo? No — other than he and the royals are nasty sots and you hate ’em. Hell, how many people know what happened 10 years ago, much less 100…if you’re in a fantasy campaign, chances are your characters aren’t too well educated.

Worse, all that preparation — the big action scene in the abandoned iron works, the fight on the volcano planet, etc. — that all might be for naught if the heroes either ignore the plot entirely, or find a way to sort things before you get to your big denouement. Maybe they’ve found a way to get the bad guy on the way to his secret base in some Ronin-style hit on the city streets. Roll with it. Improvise the scene and let the players help.

One fo the best things about gaming is the collaborative process. You know, as GM, what has to happen for the game to play out. Say it’s the players need to get the McGuffin from the bad guys. You wanted to happen at point D, but the players have jumped the gun and with good planning and an annoying number of very good rolls are going to hit the villain an hour earlier in the night at point B. Let ’em do it, and let them tell you want they’re going to do. Now you know their plans. If they’re going to be too efficient, trip them up somehow. Maybe the car is armored. Maybe the guy isn’t there or offloaded the McGuffin. Maybe there’s a chase car with mooks.

Listen to their expectations of what should go down and give them just enough of what they want to make them entertained, but don’t make it so easy they don’t feel challenged.

You can sum it up this way: Keep it Simple Stupid.

Which I did not for this piece.

I’ve been tinkering with a one-off James Bond: 007 RPG game, and one of the elements was this NPC:

FIONA LESLIE KERR9 (2)

The daughter of a recently retired Home Office official, Sir Martin Kerr and his wife Aisling, Fiona Kerr is a recent relatively addition to the Special Operations Division of SIS. Schooled at Girton College, Cambridge University, she took a Masters in Politics and International Relations, but was better known for her athletics. A gymnast and competition runner as a youth, she had to give up the former when she “matured” in her mid-teens. She was an Olympic alternate in track in 2000.

Her highly competitive nature and her outstanding performance at Girton led to her recruitment as a field agent in 2006, where she took top marks for her marksmanship. She was linguistic aid for special operations in Iraq from 2006-2008, then was trained for close protection missions with the CPU RMP, serving in Paris and Moscow stations. Her cold efficiency drew the attention of her superiors and in 2009 she was sent through the Special Reconnaissance Programme, and served with the SRR for a year before being selected for Special Operations Programme.

She passed the SAS-sponsored courses, taking top marks in the sniper course, but barely passing the field course in Scotland. Her urban environment training however, was passed with ease. She was made SOD in 2011 and given the code number 005 to replace her original codename Kite.

Ht: 5’6″   Wt: 130 lbs   Appearance: Striking   Age: 33   Fame: 85   Rank: 005

STR: 8   DEX: 12   WIL: 10   PER: 12   INT: 10; HTHD: A   STA: 30 hr.   RUN/SWIM: 25 min   CARRY: 101-150   SPEED: 3

FIELDS OF EXPERIENCE: Computers, Golf, International Law, Military Science, Political Science, Skydiving

SKILLS: Boating 5/17, Charisma 10/20, Cryptography 5/15, Demolitions 5/15, Disguise 7/19, Diving 6/16, Driving 8/20, Evasion 10/20, Fire Combat 13/25, Hand-to-Hand Combat 8/16, Interrogation 10/20, Languages: Arabic 10/20, French 10/20, Italian 10/20, Russian 8/18, Spanish 10/20; Local Customs 10/22, Lockpicking/Safecracking 5/17, Moountaineering 6/15, Riding 5/16, Seduction 10/20, Sixth Sense 6/17, Stealth 12/23

WEAKNESSES: Close Personal Ties, Overly Competitve

PREFERRED WEAPON: Kel-Tec P32 .32 (undercover work), Walther PPQ 9mm, Accuracy International AWR .338 Lapua rifle

VEHICLE: Ferrari California (black) with Level II armor, tear gas system, hidden compartment for weaponry

COMMON GADGETS: Samsung Nexus 4 (gotta have that product placement!) w/ remote control for Ferrari and taser case.

Margaret Weis dropped word today that they have the rights to do another Serenity RPG — but not…this time they’ve got the rights to Firefly, as well. It will be “based on Cortex” — which I hope to hell means a revised version of the original cortex and not the Cortex Plus they’ve been putting out. It’s a damned good set of rules, and it deserves to live long and prosperous like.

Our Battlestar Galactica campaign returned this week from the cliffhanger two weeks ago. We opened with Chaplain the former Colonial Security Service agent, locked in a fight with a man mountain in body armor. The man is bakced by a trio of shooters, all in combat gear — two inside the hotel suite where the boss of the other character, Dar Arris — a computer programmer for Home Robotics, a Vergis Corp. subsidiary — is tied to a chair and has obviously been roughed up a bit. Chaplain had been punched across the room after missing Gigantor at point blank range. He manages to snap off a trio of shots — all excellent hits and the man is staggered, stunned but does not drop. Chaplain clears the room in an intense firefight I wasn’t certain he would survive. Meanwhile, Arris, who was outside the suite when the attack was launched runs away from the last of the shooters yelling “Fire!” and was a good deal of hilarity.

Chaplain has injured all of the men enough to escape, as his pistol has run dry. He catches the man chasing Arris by surprise, puts him down with a whack to hte head with his pistol and the two board the elevator for the lobby. Total fight time, 30 seconds. they get maybe two stories when the man-monster comes crashing through the elevator hatch, his impact blowing out the glass windows on the elevator and stunning Chaplain. A close hand to hand engagement and their opponent suddenly seems to shut down. His last words, “No matter where you go, I’ll be there…” Then he drops through the elevator window and splats on the lobby floor.

They manage to get away, with Chaplain calling his CSS contacts. They hide out overnight in a hacker internet cafe and do research on the software that HR is releasing, putting the strange bits of code on the web. The white hats help them figure out it’s some kind of back door with a key to activate it, and would give access to all things running the software — 32% of the home electronics, many car autodrive systems…it would be a disaster. They also find out the CSS is looking for Chaplain and they think he has kidnapped Arris. The boss is alive and well. They decide to get offworld and track down the software in question on the HR servers on Tauron.

They manage to wrangle passage in a smuggler’s compartment packed with fumarella and canaba that is bound for Tauron, slipping past the taxation people. We ended there. There was a lot of character interaction that was funny enough my wife in the kitchen was chuckling over it.

The goal was to switch up the flavor from the police procedural/spy novel flavor toward something a bit more Bond-like, with exotic locale changes, worlds-shaking import, and fast action. The intention is for the speed and pressure to increase over the next two “episodes” leading to the season finale (for these characters.)

This post was inspired by a similar post on Gnome Stew (whichI would link to, but the site seems to be down at the moment) by Don Mappin. In it he asked if children were appropriate as player characters in a game. His primary concern was about power inequities between the characters — if you’re playing a 12 year old, you’re not really on the same level with the adults. Most likely, you’ll have to listen to what they tell you…or do you?

The comments seem to suggest most of the readers found the idea acceptable, save for one opining, “…a child PC would be like a one-legged cheetah man and I wouldn’t allow it…”

Well, that’s your loss, ennit? Most recently, my wife played an 11 year old Chinese street urchin named “Shanghai Sally” or “Monkey” (no racism there…nope!) during our Hollow Earth Expedition campaign. She was the employee of an PC, Roland “Boss Banana” Kessik (half Chinese,  half-Scot — his racist sobriquet came from the Chinese gangsters he worked for.) Small, physically weaker than most of the opposition, but fast and athletic, she was a challenge to play. Yes, she listened to Kessik’s orders. Yes, she tended to listen to the other adult PCs. But like child characters from movies, television, or books, she did her own thing. In a fight, she needed to use the environment to either escape, or gain the upper hand. (She once used a big brass rolling bellboys rack to knock a bad guy through a plate glass window.) Like Short Round, she had her uses — she was a street kid and knew how to get around unobserved, slip into places she shouldn’t be, and knew kids who knew…pretty much everybody. (No one much pays attention to street kids…)

So how can you use a child character? (Or a one-legged cheetah man…? I can think of a few.) Let’s look at a few kid characters from movie and TV franchises, and literature. First off — who is a “kid”.

In the Middle Ages, you could be a page as young as six. Would you get dragged on your master’s adventures in a D&D game? Probably. Figure the strengths of a youth — small size, innovative thinking, a tendency to blend into the background until needed. Maybe make the kid a 1st level thief (or whatever the hell their calling it in the edition you play.)

Who is a “kid” in, say, the Victorian period? You could be tried as an adult in the UK for any crime committed as a child, and many street kids were intimately involved in the criminal underworld — see Oliver Twist. In a historical or steampunk game, the kid has a lot of uses — the street urchin thief or enforcer. (Child soldiers, for instance, are notoriously violent.) Are the other characters military folks — the kid could be a drummer, or flag bearer, or a quartermaster’s aide delivering ammunition during the battle. In Napoleonic times, kids shipped out as midshipmen — officersin training. This is how Horatio Hornblower gets his start. Billy Budd was a sailor in his early teens. Huckleberry Finn and Tom Sawyer…

What about the smart kid? Thomas Edison was inventing by the age of 20. He had saved a child from being hit by a train in his mid-teens. Think of the precocious genius characters — they’re annoying often (Wesley Crusher — whose awfulness was a function of crap writing than the actor), but they can be useful. Maybe he’s the kid that just “gets” machines. I recently had a character like this for a Hollow Earth one-shot I ran; the engineer of the small tramp steamer was a late teens Italian kid who could make anything mechanical work. They just made sense to him.

Who’s a child in the 1920s or ’30s? By this point, the idea of a specific period called “childhood” that should be cherished or considered important to a person’s development has come into vogue. You could be tried as a juvenile and avoid prison for all but the most serious crimes. But when did childhood end? Legally, it was 18 to be an adult, but rural kids were working in their early teens. Get outside of the developed nations and childhood was still just a word. Some examples of child characters would be Short Round from Indiana Jones and the Temple of Doom, or even the young Indiana Jones from the television series. .

In modern day, what is childhood. You could argue it stops about 45, nowadays, but legally it’s 18 (unless you want to own a gun or drink in the US, then it’s 21…even though you’re more dangerous with your vote.) In modern fiction you have kids battling government jerks in ET, or finding lost treasure in The Goonies, or stopping nuclear armageddon in War Games. (The ’80s were a truly great period for the kid hero in movies.) How about something more realistic? How many kids are involved in gangs, the drug or sex trade, or violence? How can this be used?

Science fiction, as with historical game, are an excellent setting in that you can give kids leeway to act like adults, even if their abilities are up to snuff. Let’s take Luke Skywalker — he’s a late teen (or supposed to be.) He’s whiny, idealistic, and often just clueless. But he’s brave and he’s a hell of a pilot…and eventually he becomes a Jedi. Even the execrably written Annakin Skywalker shows some of the tropes from above — good with machines, good as a pilot. Weesley Crusher — genius: He can fix things, act as comic relief. Paul Atreides is a young noble and a combat expert. Child heroes populate a lot of the fiction (check out Cory Doctorow’s works.) And we haven’t even touched on alien children…

Children as PCs might not be appropriate for every campaign, but they certainly don’t need to be reflexively ignored as a character archetype. The player, however, needs to realize that there are going to be certain limitations and weaknesses to the youthful character — this is what makes the child character interesting and challenging; keeping yourself in that mindset is difficult, but can be quite rewarding.

Author’s Note: Sorry if this post was a bit disjointed. I’ve been trying to turn it out for two hours, while entertaining my daughter (or rescuing her from getting her foot caught in a piece of furniture.)

There are a few things I think are important to keep in mind for the new gamemaster running a game for the first time (or anyone, really…)

1) Preparation: I know a lot of GMs are down on preparation, but I think it’s important to have a decent working understanding of the rules, and to have an idea for a basic plot or adventure for the group.

Knowing the rules at least well enough to know the basic mechanics, say, attribute+skill+die roll vs. a target number is essential. Yu don’t have to know the specific modifications aiming, or called shots lend or take away. you can fudge those the first time if you can’t find the rule right away.

Having a basic plot for the initial story makes it more interesting to the players and is more likely to lead to enjoyment. Players like it when their characters achieve something. They might not follow your mental script, but have a few essential scenes — waypoints to the final event — will help push the plot without feeling like you are railroading them. (More on that in a moment.)

2) Confidence: Okay, you’re new to the rules yourself, the adventure feels a bit kludged, and you’ve got, essentially, stage fright. Don’t show it. Loosen up and enjoy yourself; this isn’t a job. As military officers are taught — look like you know what you are doing…especially when you don’t.

As long as things are happening or characters are interacting well, they’ll often miss glaring plot holes they might notice in a movie or book…because they are (kinda) living it.

3) Be flexible. The players aren’t always going to do what you want. If you need them to pick up on Clue A at a scene, but they don’t bite, roll with whatever they are doing and put the clue in the new location or scene. Maybe they kill the bad guy early or they go through your cool action scene with mooks (and this will happen with annoying frequency)…now they find out bad guy is actually the lead henchman for the new bad guy. Okay, they got through the action scene that was supposed to be tough like they were walking down the street to catch a bus; let them bask in their reward and at the next scene hit them harder, or perhaps make the reward less impressive. “We took on the entire gang of Shen Ho to find…a shipment of bananas? Where’s the [insert prize] that was supposed to be here?” Nearly dead mook, “Shen came and got it an hour ago…they’re loading it on a truck for…ack!”

4) Have fun. If you aren’t having fun GMing, hand off the responsibility to someone else (if someone else will do it.) It’s a game.

Last night was one of those nights where everything is just a bit off. The day started off badly, continued to be problematic with a finicky, sick kid. We were shifting the gaming venue to the lovely house of one of our group for the night, (And I mean, lovely!) so I have to coordinate to pick up one of the gamers, so that meant juggling the schedule with the wife so she was home early enough to get me out the door for the rendezvous. This was all accomplished with enough time to stop at the liquor store and pick up an on-sale six-pack of Blackthorn cider for the group. So far, so good.

My gamer nearly misses the rendezvous because he thought I wasn’t in my car; fortunately, I see him before he gives up. On the trip to the game — a trip I’ve done half a dozen times, so far — I simply miss the turn off and drive 4 miles out of my way. And miss the turn coming back. No big deal; amusing, if anything. Eventually, we all manage to get to the game. Food has been provided by the host — good stuff! We eat, we chat, and it’s time to play.

Except while I remembered to bring drinks, and my computer, and my books…I forgot the file folder with the characters in it. Crap! Do we have a printer? No! Simple — email the files to another gamer that has his laptop and tablet…except they’re out of power! We go Old School and I have to jot down the characters. this takes half an hour. We’re now getting toward 8pm.

Finally, we get going and have a blast — it was Hollow Earth Expedition last night. The teaser for the new character takes a bit longer than I wanted, mostly because i was having a blast. My descriptions, however, were a bit off; I’ve had a cold all day and I’m a bit fuzzy by 9pm. Press on!

We make it through the session and everyone has fun, despite the stumbling blocks. Takeaway? Roll with it and have fun.

CODA: After all this, I drop my gamer at home, and nearly get sideswiped by some college douche in a souped up Honda rice burner (a Civic, I think, but it was hard to tell a few seconds later.) He tries to jump the line of traffic getting onto I-40, biffs it at the last minute and gets ploughed into by the pickup in front of me. The Civic is tossed into scrap, the pickup loses control and hits the wall.

After checking on them both — the kid is hospital bound and good riddance, you idiot; the truck driver is just dazed from having his airbag break his face — I have to sit for half an hour until they clear the path onto the highway. This on ramp is too dangerous to just back up.

Eventually, I check my texts, find out I have to run a medicine errand for the wife, and get home just before midnight.

Last week saw a shift in our Battlestar Galactica game from the going on aboard the battlestar to civilian characters on Canceron. The former CSS agent, Chaplain, has been cleared of Cylon influence, but he is unlikely to ever hold a clearance or a government position. It’s been a month of recovering from the brain surgery that took out the Cylon CPU and transceiver in his head, but Chaplain is damned if he’s going to sit on the sidelines. We got a nice scene of his with a mind map he’d made from what he remembered from the cases he was working against the Cylons — printouts, 3×5 cards, pictures, etc. joined with colored twine to mark relationships.

He hits the Technology Futures Conference in an attempt to make contact with Gaius Baltar, one of the subjects of interest in his research. He links up with another character, Dar Arris — troubleshooter for Vergis Corp looking into their latest operating system roll out guaranteed to make people’s lives better by networking your smartphone, computer, home electronics, Home Robotics robots, etc. He’s discovered there are strange bits of code that won’t compile, the updater points to unusual addresses. He brings it up with his boss, who kicks it up the local HQ. The VP in charge of developing the new OS is another of Chaplain’s suspects.

Eventually, they go over the code, the subject of hacking, what the Cylons could be up to, and the implications of the Vergis executive being connected to them. The two decide to team up and investigate the situation. The night ended with them walking in to find Arris’ boss tied up and three armed men in the room waiting to kill Arris. Chaplain takes a shot at a giant “the Rock”-like man who dodges the headshot at point blank range and proceeds to punch him in the chest and across the room.

Cliffhanger!

We’ve all had some version this guy/gal in our groups. They get their moment in the spotlight during the session and just don’t seem to be able to let it go. Maybe they’re someone that every day is a “me day.” Maybe they don’t get to play often and just get overly-enthusiastic. Maybe they GM much of the time and are used to being the center of the group. (cough me cough) Maybe they’re the wannabe actor/tress for whom attention is the thing, more than the play. Maybe they just talk…a lot. (You can tell what spurred this post, can’t you?)

So how do you shut down the spotlight hog without hurting their feelings, being to obvious about it, or being a jerk? If you tend to be a hands-off GM, it’s going to be harder to move the action along than if you are a bit more active. For me, as a narative-type who likes to be involved more with the play than a simple “What do you do?” sort of GM, it’s a matter of engaging the player first, then shifting the focus of of them in a way that feels natural.

Example: The GIQ is doing a bit of expounding on the legal complexities of the adventure or mission the characters are on. It should be a simple bit of exposition, but the player (as well as the character) is a lawyer. And a bit long winded. Okay, knock off the “a bit”. He’s been on a roll for about five minutes, already, and has missed the queues from one of the other players — the equivalent of “Read you. Press on.” In the interest of advancing the plot and letting other characters get a bit of “scene time”, it’s time to step in as a GM.

At this point, I engage the player sort of like a director talking to an actor. Get into his mind space, or his emotional state with a few pointed questions. I’ve got his attention now. I shift the attention to the character he was talking about — how do you feel about this? What’s your perception of the information? Now the attention is on the other player and I can get the other players back in.

Now, I’ve found that 9 times out of 10, you’ve just fixed the problem. But sometimes GIQ is not going to want to relinquish the spotlight so easily. If you have successfully moved the attention — even for a moment — a simple upraised finger  (a “wait” finger) should do to keep that player sidelined long enough for the other players to get their say in for the scene, then return the spotlight to the player, or move on.

This is the gentle way to use social judo to take control of your game when necessary without coming off as a jerk.

Any other techniques out there?

Developed as an alternative to the 5.56mm round for the US Special Forces, the .300 Blackout cartridge is designed to give the benefits of the heavier, larger caliber .30 round, but allow for the performance of A 9mm  submachinegun when fired through a suppressed, short barreled rifle (SBR.) Most importantly, the Blackout cartridge does not require modification of the bolt, unlike the 6.5 Grendel or 6.8 SPC. The .300 Blackout round hasn’t been adopted as of yet, but is starting to find popularity with civilian shooters looking for a more powerful AR-style rifle.

M4 SBR .300 Blackout

PM: 0   S/R: 2/10   AMMO: 30   DC: F/H   CLOS: 0-12   LONG: 40-70   CON: +3   JAM: 98+   DR: -2   RL: 2   COST: $1800

GM Information: Without a silencer, the SBR has a DC: of G/I. In a standard 16″ barrel carbine M4, the .300 Blackout has the same stats as the M16 from the Q Manual, except for the DC: J/L and ranges of CLOS: 0-15   LONG: 50-80.

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