Roleplaying Games


I was just sitting here musing on the past and present — I’ve a new daughter and it’s causing the requisite destruction to my lifestyle that every new parent who gives a crap experiences. We’re working out sleep schedules between the wife and I (we’ve got watches for the night to spell each other — I’m a night owl, she gets up at oh-crap thirty; I take the first half of the night, she’s got the morning and forenoon watches), we’re trying to figure out what we can get done between diaper changes, feedings, and paying her attention, and we’re trying to figure how the gaming group will be effected, as we meet at our place and the wife games…

That’s when I realized I’ve been playing for 31-32 years. Sometime around late 1979/early 1980 I bought the old D&D box set at Hess’ in the Palmer Mall and that was all she wrote. I’ve had a bunch of games I’ve run, systems I’ve bought and never used, games I’ve played but never bought. I did a rough count of the number of campaigns I’ve run or run in: it’s somewhere between 30-35…about one a year, and most of that I ran or co-ran. When you consider this includes failed campaigns that ran a few sessions or adventures and folded, that’s pretty impressive.

The usual high school period saw us playing in the basement cum bar in my friend Eric’s house after dinner until 9 or 10ish.  The main games were D&D, Gamma World, and first Top Secret before moving the campaign to the excellent James Bond: 007 system, Traveler. There were a few other short-lived attempts at other settings that fizzled. There were wargames, the favorite being Car Wars.

College continued much the same, with a superheroes campaign a friend ran (Champions, I seem to remember…I hated the character generation) and I ran JB:007. After I was asked to leave shortly before I would have quit, I kicked around crap jobs and my gaming was restricted to the occasional meets with the high school crowd and a single friend. The games were FASA’s popular but in my opinion highly flawed Star Trek setting and — as always — JB:007 (Is it any wonder I went into intelligence for a time?)

Said friend and I moved to Philadelphia and had one of the larger gaming groups I had up to that point (5-8.) This was my comic book phase, and the friend was a failed comic book artist. The game was DC Heroes in an original universe, and toward the end Space: 1889, which grabbed me hard.

Like Bond, Space: 1889 would be a staple series of campaigns for my groups from 1990 to 2004. It was probably the reason I finally settled on history for my profession. The system changed, playing with a few of the indie games but settling on a highly-modified Castle Falkenstein. The campaigns got steadily less speculative fiction and moved toward more alternative history. It shared time with West End Games’ Star Wars (which still kicks the ass of the WOTC lines…all of them) that went way off-the-wall, but was great fun. I played in a cyberpunk campaign, and wound up running the game because of a lack of interest from the GM, who then fired up a Shadowrun campaign that lasted a few months.

In the military, Bond and Space: 1889/Castle Falkenstein shared time with The Babylon Project — we were all B5 fans and it was the first campaign I can truly say I had go off as I wanted it to. 1) The story got finished in the 2 years it ran. 2) It really honed my skills trying to work a campaign around a TV show’s canon without interfering with the general arc of the original material, but working in a side story that was important enough for the players to feel their actions with important.

On a whim, I ran what was to be a mini-campaign, more to try out the rules set for Star Trek — first the Last Unicorn system (where I had S John Ross in the game for a while), then with the Decipher rules set, before they screwed over their customers. There were several “series”, all set around the same time (after DS9/Voyager) and which got progressively more “transhuman” as they went along. It became the main game — a classic example of a game being so much fun it went from a backup campaign to the main event. It gave way to an abortive, then a relatively successful Serenity campaign that imploded with my last game group a year ago. Due to the similar feel of the Western in space to the Victorian sci-fi of Space: 1889, it took the Victorian campaigns off the docket for the first time in a decade and a half.

The most recent stuff — Serenity, Hollow Earth Expedition — have mostly been short campaigns that either faded away or died on the vine. The surprise success was Battlestar Galactica — which I figured, like Trek and B5 before it would fall apart…it ran beautifully alongside the series “canon” while not getting in the way. Then it went the way of the last game group (usually what brings about the end of a campaign is either too many people move on and the game gets rebooted or ends.)

Looking back, the last decade has seen a steady decline in my gaming time. In the military, in college, working for a living I gamed three or more times a week. Since grad school I’ve seen a steady drop off from thrice to twice a week, to once a week with a biweekly weekend game. Now, with the child here, we’re looking at a biweekly game (the weekend one has been monthly due to school demands on the one gamer…) and I find myself wondering if my life is finally going to take away this hobby that’s been a constant in my life since 1980.

I hope not. I suspect once the initial craziness of having a newborn in the house it will allow me to get back to it, but for now, it looks like my primary creative outlet is going to take a serious hit.

Was there a point to this post? Not really…just reminiscing.

In the series, the Colonials use an assortment of rifles: for the first few seasons they are P90s (mostly likely because they had props from Stargate as well as shovelfuls of 5.7x28mm ammo — hence the move to the “futuristic” FiveSeven handgun), and toward the end of season one they’re using Beretta Cx4 Storm Carbines in 9mm.

Let’s face it: a 9mm carbine against an armored mechanical monstrosity is, well…stupid. So here’s a simple retcon for you — use the Beretta Rx4 Carbine in .223. They look almost the same, but they have a “real” rifle round that, if they were loading steel tips, could punch through Cylons. The Beretta Rx4 and the Benelli MR1 look almost like the Cx4…it if had balls.

Stats for Battlestar Galactica RPG: Leo GMR1 5.56mm   Damage: d8W   Range: 125 yards   Cost: 3500 cubits   Availability: Military.  (Figure a civilian version would be semi-auto, cost half as much, and be “rare”.)

Now lets do it up for the James Bond: 007 RPG: Benelli MR1 / Beretta Rx4 5.56mm

The Benelli uses the same ARGO gas-piston system of their combat shotgun and R1 rifle series, giving the MR1 superb reliability and clean operation. The rifle uses standard M16/M4/AR15 magazines, which are released by an ambidextrous release on the receiver, the bolt release and safety are on the forward trigger guard. The rifle can be had in a solid stock or collapsible, like their M4 Super 90 series shotgun.

The MR1 is similar in power and range to AR carbines with a 16″ barrel, but the accuracy is slightly less precise — that said, the MR1 has a tendency to shot 2″ groups out to 300 yards consistently…it jus doesn’t tend to shoot much tighter. Recoil is less than on the AR series of rifles.

PM: 0   S/R: 2/10   AMMO: 30   DC: I/L   CLOS: 0-20   LONG: 35-65   CON: n/a   JAM: 99   DR: -3 RL: 2 COST: $1200

In an earlier post I mentioned I’ve been planning a co-GMed superheroes campaign and have been looking at various system to run it. A few were quickly tossed to the side, even though they’re perfectly serviceable, due to a number of reasons. The old DC Heroes from Mayfair was my leading contender because it’s easy to play and cheap to find on eBay, as it’s been out of print for over a decade. Marvel Superheroes is also quite workable, but I always found it a bit too abstract for things like distance, time, and other issues. Heroes and Champions, which favorites of many, are staggeringly complex (in my opinion) for character creation. The flexibility of these systems is due to rules overload (once again, opinion based on experience with former iterations), kind of like GURPS…I like systems where you can build a character quickly and get moving.

Eventually it was down to Icons and Mutants & Masterminds (I’m reviewing the DC Adventures rebadged game here, but all the mechanical stuff will be the same…) Funnily enough, both are written and designed by Steve Kenson, and it shows. Where Icons is a stripped down supers system with a different dice mechanic, the layout of the chapters, the basic list of powers, etc. is similar. Think of M&M as the loaded mid-szie car to the stripped-down Icons platform; Escorts and Aspires, so to speak.

In the end, I think we’re going with the new M&M, which has ditched much of the early d20 garbage for a much more sleek die mechanic.

First, the product design itself. I’ve got this in .pdf and borrowed the physical book for the review from a friend. The “Hero’s Handbook” is beautifully produced: hardcover with art by Alex Ross. The interior is gloss, heavy-stock paper, full color, with lots of high-quality comic book art done by a multitude of professional comic artists. The binding is very solid. It looks good, it feels good. Which means it is commensurately priced at $40. The electronic format is half that at $20, and is a well-done proof of the book. It resolves quickly on the iPad (my measure for whether an e-book is good or bad), unlike some of the other graphic intensive layouts (like Smallville and Leverage from Margaret Weis, which are CPU hogs and need to be optimized for e-readers.)

The core mechanic is simple: take your ability (like Fighting), power (say, Fire Control), or Skill (Investigation), and any other modifiers, add a d20 roll, beat a target number or opposing roll by the bad guys. Ranks in abilities and powers — as with the old DC Heroes roughly equate to time, weight, information amount, etc. — and are roughly exponential, with each rank being double the power, weight, whatever of the previous rank. It’s open ended but the tables go up to 30, the equivalent of 25k ktons, 4 million mile, 200 years, a billion cubic feet. Above that we’re getting into astronomic proportions. Mostly likely, your campaign will be a bit more modest to start out with.

Character creation is point based and the power level of the campaign ca  be tweaked from masked avengers levels, where the characters are more suprahuman than super, superheros, “Big Leagues” like Batman, or World Protectors like the Green Lantern or Superman. Abilities and powers are bought at a simple x points/rank, and equipment is purchased this way, as well — if you’re a gadget-based hero. There’s also hero points gained through play and used to alter scenes, activate some features of powers, better rolls, cut damage, etc. Pretty standard stuff now, but it was still newfangled when DC Heroes did it in the 1980s.

The big plus: gadgets aren’t a complete kludged mess in M&M like they were in DC Heroes. (If you get the impression DCH was my go-to supers system in the ’80s/early ’90s, you’d be right.)

Combat is straightforward, save for “damage” which is conditional…no hit points. You can be compelled or controlled by powers, dazed or incapacitated by damage, fatigued or impaired by environmental conditions, just to nake a few. they can combine and stack to work against you. If it sounds confusing, on first pass, it is. Mostly this is an attempt to give GMs a bit more wiggle room in describing injuries or power effects, but until I play the system, I can’t comment on how well it will work. (This seems to be a popular new way of handling damage or “stresses”, as it’s called in Smallville. I like the idea, but the execution could be off-putting to new role players, is my gut feeling.)

The DC-branded campaign elements are handled well, without getting too involved. In Chapter 10, it gives a glossed over review of the DC Universe (Multiverse?) history, the campaign specific cities, locales, planets, etc. There’s coverage of multi-dimensional travel and the various “Earths” of the DC comics. Chapter 11 gives a run down on the various heroes and villains of the universe.

Overall, there’s a boatload of style to the book’s look, the way they handle powers and their effects and flaws: 5 out of 5. Substance: there’s enough crunch to satisfy all but the spreadsheets for characters crowd, but it’s not too heavy handed. The DC background is good enough to run, but might seem a bit slim for DC comics fans (in which case you have the background material…it’s called your comics collection.) Substance: 5 out of 5.

Is it worth $40? In comparison to similarly priced games? Yup. Is it worth $20 for the e-book? Definitely.

Icons is a rule-lite-ish superhero RPG published by Adamant Entertainment. I’ve been tossing about a co-GMed supers campaign to take some of the gamemaster heat off of me, once the baby comes next month. We’ve looked at a couple of the systems — the old Mayfair DC Heroes, the DC Advnetures (aka Mutants and Masterminds), and the old TSR Marvel Superheroes games. Icons manages to borrow some of the best elements from these and very little of the bad.

First, the physical stuff. Icons is a nice book — brightly-colored, good paper quality, and this also shows in the .pdf version. It used Helvetica as the font for the main text, so it’s easy to read. The headers for chapters and sections are in various comics fonts and lend character to the book. The art is so-so, cartoonish, rather than comic bookish, but it’s not a deal breaker. Overall, the style is solidly average.

The meat: characters have ratings from 1-10 in their abilities (Prowess, Coordination, Strength, Intellect, Awareness, and Willpower) and their powers. The scale is very roughly exponential, like DC Heroes was, with each level being about twice the strength/power/whatever of the number below. Powers are fairly generic, and borken down by types (alteration of things, control, mental, movement, etc.) Icons has a real throwback character creation — it’s random. For most experienced gamers, I think they’ll find this annoying; for the newbie or the D&D gamer, it’s probably no big deal. There are variant rules to point-build. It’s easy and quick to build a character and I was able to build pretty much what I wanted, although this game is designed to limit your supers to levels that aren’t earth-shattering or galactic proportions. If you want to pit Galactus against whomever…this isn’t the system for you.

The basic mechanics are very easy and are reminiscent of the old The Babylon Project die mechanic: you roll 2d6 — one is a negative, one a positive — and then apply the outcome to the appropriate ability or power. (The Mighty Mongoose is letting fly on a couple of Captain Sinister’s mook. He rolls a blue d6 (positive) and a red (negative) for a 3 and 4 respectively: a -1. He has a Prowess of 5, giving him a 4 for the attack. The mooks are average folks and defend with a 3 — he’s hit and done 1 stamina point to the baddie.) It’s simple once you’ve done it a few times. The other element of Icons that’s intriguing — only the player rolls in tasks. The players are the heroes; their abilities are the important ones — they either beat the basic ability or power of the bad guys or they don’t. When attacked, it’s the same — you either succeed in your defense or you don’t. It should make for quick play.

In the Taking Action! chapter, the rules are broken out over about 30 pages. Time is measured in a novel way. There’s the usual split between action sequences and narrative time. Action time in the game is broken into panels — as per a comic book and represent an action that could be portrayed in a drawn panel. All of the character’s actions make a page — what would normally be considered a round of action. Narrative time is broken into chapters, with the chapters coming together into a issue (a complete story.) Distances, speeds, and other issues, much like TSR’s Marvel Superheroes are fairly abstracted int0 ranges like Personal (touch range), Close (melee distances), Extended (most ranged attacks), Visual, and Beyond. Materials you might break have a Strength rating (paper is 1, brick is 4) and are roughly twice as strong as the level preceding. An adult person weighs 4, a car 6 and so on… As I said, very abstract.

If you like crunch, Icons will probably not work well for you. If you like a bit of wiggle room in things, it’s a good lightweight engine for playing supers.

Overall, I’d give it a 3 out of 5 for style, a 3-4 out of 5 for substance depending on your need for solidity in your rules. It’s worth the buy and right now the Adamant .pdfs are $2 on Drive Thru RPG (they’re taking the iBooks/Kindle publishing paradigm to heart and I hope it’s working for them.)

(Disclosure: I’ve written for Adamant’s The Imperial Age line.)

Half the book — as with most supers games — describe the powers and their particular effects.

Despite it’s image as a white male geek-only hobby, role playing has been pulling female players from the beginning. In the past, it was rare to see a woman at the gaming table, but I’ve been lucky enough to have females in my gaming groups since the mid-1980s. Back then, often they would  bystart off coming to a session with their spouse or boyfriend, find the experience enjoyable, and would stick with it. More recently groups of mine have either had gender parity, or have even been female heavy.

One of the reasons for this is the shift from barbarians smashing monsters for their stuff fantasy toward a multiplicity of genres and settings. Female players now often enter the hobby either through the popular White Wolf World of Darkness settings or through licensed universes like Supernatural or other TV shows-turned-RPG. I’ve noticed a lot of time they come in through LARPing, and tabletop gaming is an extension of the former.

Having women at the table can require the GM and other players to look at the role of women in the the game setting itself. There are some settings that make gender less of a concern — science fiction worlds are often egalitarian regarding the relationship of women and society, as do many modern settings. Women can (often) do the same jobs as men. Case in point: women are not allowed to join the special forces in the real world, but in the Stargate universe, women are going through the gate as often as men are; the explanation early on was that CPT Carter was a subject matter expert, hence was a benefit to the team. In sci-fi or even “spy-fi”, women are just as bad ass as men.

For settings in which the characters are superhuman or supernatural in quality, there is the same wiggle factor for ignoring gender inequality. A female vampire is just as deadly as a male one; they’re vampires. Superheroes and superheroines can match each other; they’re superheroes. And having powers that make you supra or supernormal mean never having to put up with crap from normals.

In games that are historically-based, this can become problematic. Women were often boxed into socially-acceptable roles of mother and homemaker, and those outside the home were often viewed with suspicion, or assumed to be of “loose morals.” There are still exceptions to the rule, even in true history. Female aviators were trailblazers in the 1920s and 1930s, loosing the bonds of society as they did the bonds of gravity. This sort of “new woman” was often reflected in pulp fiction — where women were often the damsel in distress or the femme fatale, but there were women of strength and competence. In the 1950s and ’60s, these pulp heroines and villains showed up in comics and cartoons like Wonder Woman and Johnny Quest, and in movies such as the James Bond series or television like The Avengers. The women in these serials were strong, competent, and even when they hid their activities behind more respectable facades, they were essential to the plotlines, not just the “girl of the week to be rescued.”

Prior to the 20th Century, however, females — if one were to keep the conventions of the period intact — were greatly constricted in their ability to adventure. There were, as always, exceptions: Lady Jane Digby was an adventuress of noble background that became a famed adventuress in Arabia in the late 1890s. The pirates of the Caribbean had Mary Reid and others. Lady Emma Hamilton might have not wielded a rapier or gun (that we know of), but she was instrumental in the politics and espionage of the Napoleonic period.

When playing in these settings, part of the fun is experiencing the society, the technology, the events of that historical period. So in steampunk settings in the Victorian Age, half the fun for a female character is flaunting the conventions of society. They might disguise themselves as a man, they might have a high-enough birth that a eccentric behavior like running about the world stopping madmen from [insert plot] with their steam-powered gadgets. Some women have simply never cared to let men govern their actions. they often were shunned by good society, but there are always men that admire and love strong women,and social circles that like to tweak the nose of the squares of their time. For Victorian settings, the player characters (and the femme fatales) are the exception to the rule. Most women can’t get away with running about the globe, or traveling to Mars, but Lady X has always been somewhat scandalous — which makes her popular in society, if only as a curiosity to some, and social punching bag for others.

There’s a saying, “Well behaved women never make history” and it’s true. Female players that want to play strong women in a setting where they might be constricted should be encouraged to do so. This is where the GM and other players need to pull together to make it work.

Case in point: even though Shadowrun is a sci-fi/fantasy setting, one group had players that tended to run roughshod over the women playing. In bar scenes where the boys were throwing about the usual uber-macho quips and beating on each other for fun, the girl character was a distraction, at best. As a player, I made that character my “partner in crime”, and by doing so got her more screen time and gave her the chance to show what she could do without the misogynists playing ruining it for the female player. (And yes…the players in question were misogynists in that classic “chivalric” mode — they treat women as madonna or whore; there’s not real room in their mindset for much outside that.)

When I was running a Victorian-period steampunk campaign, I made the social constructions part of the fun, part of the challenge for the characters to overcome. For the wealthy, well-connected lady she had to be careful with her love affairs and her behavior in public…her class was one that catted about frequently with each other, often knew of the intricate affairs that were on going, and while gossip might fly, in public everyone upheld the same social conventions: so long as no one was embarrassed, so long as there was no legal entanglements, you could get away with being eccentric…as long as the family image was maintained. It provided an interesting and unique challenge for 20/21st Century women that were used to being able to do as they pleased.

For female characters of the middle class, keeping up appearances was even more important, as it could effect the chances for marriage. One solution around this was to have them already married, either to an absent or indulgent husband, or to have them be young and in the company of either a friend or relative. Another means is the “masked heroine” idea — that female Zorro that fights crime or whathaveyou without revealing her identity. Nuns, wives of colonial officials often were dragged out into the bush and jungles of the third World in the 19th and 20th Centuries. Danger might cometo them and rising to the occasion could lead to a memoir that might make them a celebrity…and celebrity often gives people a certain flexibility in their behavior.

Poor female characters are often considered to be “loose” when they aren’t at home having babies, is the popular view of the Victorian period today, but the fact was that poor women didn’t have much in the way of expectation because of this image…for that reason, poor women, more than the middle class, had the freedom to work, to eat and drink in the pubs with men, to act much more independently than their betters. Going on an adventure in the darkest wilds of Africa with men might earn her a reputation, but often that would be outside the concern of the proletarian women (unless they were looking to climb the ladder.)  Even then actresses (often equated in the period to prostitutes) could find ways to leverage their looks and outrageous behavior to get invited to social events to entertain. Lola Montez was able to work her way up from actress/whore to lover of kings. And when you’re a king’s mistress, your betters have to put up with you in the drawning room and dance floor.

Some cultures also are more permissive. Scottish and Irish history is full of women who are hard to control, and who made history in the medieval and Renaissance period. Indian princesses sometimes lead armies (google the Rani of Jhansi, for one.) Find something that works for the character’s background and run with it.

Ultimately, it will depend on the maturity of the players and the type of characters players want to engage with, and how open they are keeping the elements of the period being played in (this goes for sexual preference and race, as well.)

(Apologies for the short ending. I’m between projects and trying to punch out a blog post before getting onto the next one. Feel free to comment and discuss the subject in the comments section. I’m sure there’s a multiplicity of opinions out there.)

There’s got to be scads of these genus of gamer posts on the web, but I’m going to add to it because…well, it what struck me to write about this morning and because I was discussing various gamers we’ve had in groups with a friend over drinks the other night. Here we go:

Rules Lawyer: Probably the most annoying to me, this is the guy that memorizes the rulebook so that s/he might use it to batter the GM during the game sessions, either to save their ass during play, or simply to be a nuisance and snag a bit of attention from the group.

There’s a couple of ways to handle this type without a confrontation: I usually have a caveat that the story comes first, and that occasionally the rules get in the way of this. I used to have a 3×5″ card that had “IT’S IN THE SCRIPT” on it for these times when the bad guy has to get away, or they have to fall into the trap of the villain so that we can have our heroes get to the big reveal of the plot or what have you. If you run house rules, this is another way to tamp down on this guy/girl (it nearly always seems to be a guy.)

The Mechanic or Min/Maxer: There’s a couple versins of this player type. The mechanic is the guy/girl that is more interested in the mechanics of the game and the way it simulates the play environment. They love to build characters…lots of them. They never play half of them; they just want to manipulate the rules set to find quirks, holes, and probability issues. The main issue with the Mechanic is getting them to focus on the story and play (in an RPG); a lot of these guys started as wargamers and are more happy doing that (I’ve found.)

The Minmaxer is a pain in the ass for many GMs. This is the variant of the Mechanic that looks for ways to push character creation to the limit so that their character is the best at what they do — be that the indestructible tank, the super-magician, or the irresistible face (girl minmaxers seem to like this last one, particularly.) There’s some use to having sharply specialized characters, and I’m finding people that come out of early RPG and online computer gaems tend to think in terms of “package” character. (It’s one of the reasons that 4e D&D looks to me like an attempt to emulate online computer games…which strangely were emulating tabletop gaming.)

The minmaxer can wreck havoc on the GMs plans, but there are ways to handle them. The easiest: put them in a situation where their strengths are a problem. Say your character is stunningly strong, aggressive, and good in a fight — set a trap that leverages strength against the character. (The force field you’re in draws it’s power from kinetic energy…) Put them in situations where their weakness is exactly what they need — beating the pulp out of the ruler of the duchy that is your patron because he’s not budging on payment for whatever quest you’re being tasked with could be what they called in the military, “non-career enhancing.

The mechanic is a strange problem . The few I’ve gamed with have a tendency not to be so much interested in interaction with the other characters as in the act of throwing the bones. We’ll deal with this under Rollplayer.

The Actor: These are the players that really throw themselves into the part, giving long speeches, engaging with the other players, and really getting into their characters. They are both a blessing and curse. Blessing-wise, they really get the game moving, and often they are central to the action. They’ll be the guys that interact with your NPCs and will make you have to on-the-fly flesh out that dude in the pub you thought was just going to be the guy that in a movie would have the credit “Guy in Pub”. I love having the actor types in the group…so long as they realize they aren’t the only person there, because they can also suck all the air out of the room for the other players and annoy the crap out of them. They also can be a pain in the ass, when their character’s motivations don’t quite dovetail with the adventure you’ve crafted. “I don’t think my character would aid in this sort of thing…”

The actor usually just needs reigned in a bit. The best way I’ve found to do this without stepping on their toes is making certain that the adventure is designed to break the group up for the action. that way the actor and whoever they usually interact with can have their own scenes, and the other players can get “screen time” doing something else more important to the task at hand.

The Table Troll: You’ve had this guy at the table, I’m sure. He’s the guy that has to stomp over the other player’s interaction, plays practical jokes on the other characters, and otherwise tries to monopolize the time, or worse, sabotage things just to cause trouble.

I use a lot of the same techniques for the actor for dealing with these guys, as there’s a similar personality issue: they want attention. They dont care if it’s positive or not. I find they usually don’t last long, before the group ousts them. It’s one of the reasons I try to meet new gamers prior to play; there’s certain personality quirks to the Table Troll that show up in a quick talk over coffee — they usually think they’re funny as hell (and aren’t), they’ll talk over you or argue just to do it, they’re often aggressive in their interaction. I meet them and they don’t get invited to the game.

The Social Player: I’ll admit…I’m one of these guys, and I tend to like having them in my group. These are players that like to play, but never really fully immerse themselves into character. They are often interested in the meta-qualities of the game, enjoying how the game adventure is put together — looking for familiar tropes, cliches of the genre being played. But mostly, they’re there to have fun with friends.

These guys do a lot of out-of-character quips, have a tendency to pull the game into non sequiteur chatting, and the like. I’ve noted on a lot of the GM and player boards that players can really have a problem with this particular type of gamers, but personally…I like it because I game to tell stories and hang out with friends.

How to handle them: set up rules for in and out-of-character interaction. The hand up for OOC observations, or  move from the table with the other player to make plans or talk about something not related to the game. Have the “on air” light or candle on the table to let people know its time to game. (I personally don’t like this tactic — I find it restrictive and not fun…but we’ve established that I’m one of these problem types.)

The Writer or Storyteller: These guys/girls are usually your GM, which is a good thing. I fall into this category, as well, so — as always — I might be totally full of $#!t. They are interested, like the social gamer in the construction of the plot, the characters, how the game session comes together. They’re often likely to go along with your story, even if their characters might not normally be tempted to it, because they want to see what’s going to happen. They’ll trigger the trap, they’ll confront the villain, they’ll make the GM’s job super-easy and most likely honk off players who think of themselves as in opposition to the GM (or more likely, vice-versa.)

The other downside to this is the Know It Allthe guy that happens to be a subject matter expert and has a tendency to want to bring that information into the play. “In reality, Nazis would be hunting the Ark in Egypt as it was a sovereign nation with strong British military presence…” “That’s not how Enterprise‘s engines work!” “Trebuchet’s actually require…” They are full of information, but sometimes you really don’t have to know the fuel mileage of your Ferrari Daytona during a chase sequence….because it’s in the f@#$ing script.

The know-it-all can be a great GM. No matter what you throw at them, they know what’s going on in the setting and they don’t screw it up. The downside is you get the GMs that think they need to provide you with a 45 page “abridged” synopsis of the politics, history, and geography of their world, plus a treatise on magic, etc. (I just don’t read it. If the GM asks why, my barbarian hasn’t had any schooling.)

How to handle them: “In the last episode, you stated that the FTL drive worked this way…” Response: “Yup, but the writer of this episode wasn’t paying attention in the writing room last week.” “Nukes don’t work that way.” Response: “And neither the audience nor the writer knows that or cares…cut the friggin’ red wire!” I suppose you could also hear them out. Or pelt them with dice. I find they normally respond well to “It’s in the script.”

The Guy That Takes This Way Too Seriously: You’ve definitely had this guy. The one that’s haunted by his character in a dream because the players derided the character for that truly-stupid move that got him killed. The guy that fall to his knees screaming “My dice are f@#king me!” (Yes, I’ve had both in a game.) The one that throws a tantrum or sulks if things don’t go their way.

How to handle: Lose ’em. No, seriously…they need another hobby. Preferably one that doesn’t involve weaponry.

The Planner: You’ll normally get a couple of these in a group. These are the guys that not only overthink everything, but have to have every planned out to the nines before they do anything. “But if we go into the pub, will we order ale or wine?” (Okay…they’re not that bad.) For the GM, they’re a pain in the ass because you waste a night on a simple “knock the guard out, already!” scene. My favorite was a two hour planning session to get past a guard that wound up with one player getting so frustrated he tossed a rock at said guard to get the fight over with.

How to handle: Simple — time limit to the planning. They’ve only got finve minutes until the next roving guard comes by. They don’t have eyes on all the bad guys and once you’ve gotten bored, just have them discovered mid-planning session. Put a timer on the table, if need be. If they’re already in an action sequence, give them quick ideas of what might be possible and give them as little time as their character would have to think about it. “The bomb is close to going off and mook #2 is advancing on you with a knife. What do you do…three, two, one…”

The Rollplayer: This is a strange one. They game. Supposedly they enjoy gaming. Getting them to do anything without a prompt is near impossible. Even when they’re doing things in game, they seem less than enthusiastic. Really, they’re just waiting for you to tell them to roll some dice.

I’ve had a bunch of these over the years. One was also a “Mechanic” type — he gamed to see the games in action. He was either “following the captain” or “working on my invention until the fight.” It was about rolling the bones. Others were simply not engaging personality types. One had fibromyalgia and was not particularly interested in doing much at all, but was along for the ride with her spouse; one did the minimal amount of interaction until it was time to “kill something”; another was simply unhappy about their life and it showed in everything they did…

How to handle: you can give them the leading roles, try to push them up front. Sometimes this works well — the first example really lit up when she could play the conniving, bossy leader. The last had a character made that allowed him to act out — a misogynistic, drunken pilot…he turned into a great, very funny character, but gave me some serious pause about the guy’s stability.

This type tends to hang around only if they’ve nothing else to do.

The Ninja: this is that truly strange dude that you know you shouldn’t have made eye contact with in the game store, but were so desperate to get another player that you said “What the Hell?” then got to experience that hot place first hand. I named this type for a guy in Philadelphia that my roommate and I invited to play, then found out he was into ninjutsu, could make himself invisible and absolutely silent (not a bad trick for a 300 lbs. bespectacled guy that could barely move without running into something or setting off seismometers.) He loved weaponry. I suspect pedophilia was a hobby he’d have gotten into, but the kids couldn’t see him for his clouding of their minds with his mental powers, and they didn’t response to his enticements. He was, in a word, nuts.

How to handle: It’s not worth it. Don’t invite him in the first place. If you do, change you phone number, move to another state, get a new identity. He’ll keep turning up. Our ninja stealthed his way into our building (in other words, he was stuck at the frond door, uninvited that day, trying to get us to buzz him in.) We managed, despite his heightened sense of awareness (perhaps the parallax on his glasses was too high and it obscured his awe-inspiring peripheral vision), we managed to walk out of the building right next to him! He hung around for a few days, trying to contact us before he slipped away into the night, ninja-like, to probably terrorize another lonely person with his awesomeness.

Really, avoid this type even if it means throwing yourself out of a tall building.

This is a simple selection of gamer phylum I’ve dealt with over the years, and sure, there’s more. Feel free to comment with other types and how you’ve handled them.

This is Ferrari’s latest addition to their V-8 line-up that is designed to evoke the old 250 California. The car is made of lightweight aluminum with a retractable hardtop, and is a 2+ cabin (it’s a two-seater with a hint of a back seat bench. Packing a direct-injection 4.3 liter V-8 that pumps out 460hp and 358 ft-lbs. of torque, the vehicle transmits power through a electronically-controlled, dual clutch six-speed gearbox, that pushes it from 0-60 in 3.9 seconds. It has several settings: sport, comfort, and CST-off. The electronics include an iPod dock, USB ports, and Bluetooth. The gearing is actuated with paddle shifters on the steering column, a suspension evolved from F1 racing cars, and carbon fiber Brembo brakes.

PM:  +2   RED: 3   CRUS: 100   MAX: 193   RNG: 200   FCE: 2   STR: 7   COST: $135,000

GM Information: The California gains a +1EF to double back and quick turn maneuvers (including hard braking.)

 

The last big thing to help sell an RPG campaign to your players is the story. You’ve got the characters — be it the buddy comedy team of your lawful evil fighter and lawful good paladin, the pulp-era absent minded scientist and the rough-and-ready pilot/adventurer, or your sex bot and her interstellar spy master; you’ve got the basic broad strokes of the universe — be it the sparkly vampire goth romance, the giant space empire versus the rebels, or the MTV cops fighting this weeks drug runner/spy/comedic vice peddler…

Now you need a kick ass first episode.

Unless you are doing a mystery series, use the KISS method: Keep It Simple, Stupid. Your interstellar spy master is trying to intercept the McGuffin from the bad guy, who is a notorious lecher…enter his sex bot (so to speak.) Find McGuffin, overcome an obstacle or two, the win or lose, but in the end the universe is sort of set up and maybe even a recurring bad guy.

Your post-apocalyptic world requires the characters to pull together against the zombies or robots of doom to try and get home/rescue their families/escape the contagion or war zone so that they can live to fight another day. You don’t need to know all the particulars of the zombie menace, or why the robots have turned on you. Shoot them in the head! Run for your life! But finish up with either a really good cliffhanger or a flight to (apparent) safety. Quick, straight-forward, all the flash comes from the actions of the characters.

Your lawful evil fighter and lawful good paladin come together (maybe with a few secondary characters for comic relief and magic firepower) to rescue a town from an evil goblin horde looking to steal food for the winter, or to save an important personage from capture, or to establish the will of the local lord over a rebellious band…their bad vs. good quips, but essential respect for the rule of the king/lord/law means they can work together (just this once!) in common cause. then conveniently, they’re needed again…and again. Maybe they lean to respect each others’ cultural differences and become friends.

But beside that — the story should be simple: get together, overcome obstacle, meet bad guy or privileged henchman, overcome obstacle to gain the McGuffin, overcome bad guys to escape/conquer/whatever. Keep the pace up and don’t let it bog down into an overplanning session. When in doubt, throw a chase, fight, or explosion into the mix. It works on the screen, it’ll work in the game.

Don’t be afraid to toss out any hints, subplots, or cool NPCs you created. The players will inevitably be drawn to the NPCs you thought were going to take off, or they’ll go in a direction in which your nifty characters are not going to be of use.

 

…for those gaming groups that have problems with getting started, here’s a neat little idea for GM’s that want to signal the session has started.

The second element to selling a game campaign to your players is setting. Sometimes this can be as simple as everyone likes the show Supernatural…let’s play something like that. you know what flavor you’re going for — monster of the week, humor mixed with horror. No problem.

Maybe you have one person that likes Star Trek, and it just so happens you like the rules set for the setting enough to want to run a short campaign. But most of the players find Trek kind of bland (as utopias should be), and the shows ruled by technobabble-inspired deus ex machina (literally.) So you sell the universe as an RPG campaign to your other players by changing the flavor of the universe. I changed the way technology worked. you couldn’t rewire the deflector dish into a microwave oven or a spiraling quantum whatsinator. Complex machines don’t “reconfigure” too easily. And it didn’t always work. And while the core worlds of the Federation were utopian, it got a bit more gritty and morally ambiguous on the frontier. What you did mattered — there was none of this reset button-style storytelling, where interstellar politics was static, save for 42 minutes a week. I also added the idea of accelerating returns on technology — that all the cool stuff they discovered didn’t go away. How many android races were discovered in the old show and the movie series? And Data’s the best (and only) working android they had? Nope!

Tailoring the setting flavor to your group means getting to know your group. Maybe you’re lucky enough to have played together before and have an idea of what would inspire play in them. I know all my players like sci-fi, two are big into post-apocalyptic settings, and our sense of humor is such that no matter how serious the setting, it’s rarely going to get too heavy. I know the tenor of the game setting I’ll need to make it fun.

But if you’re just getting together for the first time, this will be more difficult. It’s one of the reasons I like to meet gamers outside of the gaming venue first and chat about other things. Get to know them, what their interests RPG and otherwise are. Maybe they all like the Firefly setting, but a few were interested in more anime/manga-style sci-fi. I had this happen…my Serenity game, as a result, had a lot of focus on gangs in the docks, kawaii girl thieves and killers, and a more cyberpunk than Western flavor to the game.

The setting should be be just roughed out enough to give the players areas of interest, hints of bad guys and allies, and maybe an overarching story arc. But really, you should plan the pilot session as a one-off. the background should be enough to entice, but not overwhelm. In other words, don’t create a game world with a 28-page history document for the players to read before they play, so that they can experience the depth of your Tolkein-esque genius. (This particular GM made me want to force feed him his head!)

Think about movies and TV shows — don’t explain the tech, the monsters, the setting too much…just keep it consistent enough to make sense, create a bit of verisimilitude, and most of all give spectacle. Case in point: Blade Runner didn’t answer many questions about why the world looked like it did; you inferred it. But the “description” of the setting was rich. Similarly, Star Trek: The Next Generation was stunningly bland…here we’re on a ship that’s almost 2/3rds of a kilometer long with 30+ decks. But Enterprise D never felt BIG. The new Galactica and the Cylon basestars felt BIG. Babylon 5‘s ships, the events were BIG! Star Wars‘ prequels exist solely on spectacle — BIG, FAST, GLOSSY visual effects. (Enough spectacle moving quickly enough, you might miss the big plot holes that you missed while putting together your pilot!) Even something like Miami Vice had a certain spectacle — flashy cars and clothes set in a sexy locale where big money is moving. It’s very much the style of James Bond movies.

Find the “look”, the description, that your players will enjoy.

And, as with the character created for the game, don’t be afraid to change it up if it doesn’t work. Look at CSI: New York — the gritty, rather dour color palate and cinema verite –style died off pretty quickly. It just wasn’t drawing the viewers. If your medieval world is just a bit too dirty, ugly, and real for the players, Tolkein it up a bit for the main campaign. If your cop game is a bit too down and dirty, with the players blocked in by the law, go a bit more Miami Vice…or The Shield, if they’re into moral ambiguity. Maybe your galactic-spanning sci-fi campaign needs a kick in the pants…maybe it’s time to blown up a planet. It worked for George Lucas. Or make the Borg actually dangerous.

Next up: That First Storyline…

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