Roleplaying Games


For readers of this blog, it’s no surprise that I borrow heavily from TV and movie storytelling techniques, rather than literature. While gaming is a media of words, really — the player and GM describe, the characters talk — I’ve found that most modern people are programmed from years of visual media to think in terms of the three or four act set-up, that they response instinctively to descriptions like “open on our heroes…” or “wipe to” or “smash cut! to.”

You can learn a lot about pacing, characterization, what combinations of characters work and what doesn’t (how many times have we seen Hollywood try to recreate the antagonistic mismatched pair that fall in love trope, only to miss the fact that they need to have chemistry or a reason for being together…), how spectacle works. When things bog down, it’s time for a car chase, explosion, or some other action sequence.

That brings me to the toughest moment in a new GMs “career”…that first adventure. I’ve been at this for coming up on 30 years, and I’m about to start a new campaign, and I’m having some trouble with how I want to start. There’s the simple standby — get a module, run it. The characters usually meet in a tavern in the fantasy campaigns, a bar in other genres….it’s forced, and it’s horribly cliched. So how to have a good start?

Let’s turn to a similar problem that TV producers have: the series pilot. This is the first episode made for a show that producers use to try and sell it to the networks. Usually they’re a bit rough, the characters aren’t quite fleshed out, and the story simple. The point is to sell the characters, atmosphere, and setting.

That’s your first adventure. You’re selling the game to the players. They’re selling their characters to the other players. When it works well, it’s magic; when it doesn’t it means the campaign doesn’t get off the ground.

Think on it: how many times have you been psyched to start playing in a new game, only to have the players and their characters not mesh right, the introduction is forced, the pacing is off, and if there’s a new system involved, the mechanics of the game itself could get in the way. This was my first experience with Call of Chthulu…I’ve never played in that genre again. The pacing was laborious, the rules a nightmare, and in the end — you died or went mad. Not fun. That’s the equivalent of the new Knight Rider -suckage from the outset. The players aren’t going to buy.

Another example: I recently was really keyed up to play in a Doctor Who campaign, but the obvious lack of interest in the GM (who has gone of a minimalist rules kick “Sigh…Why do we have to learn all these rules?” Answer: you don’t. The plot was leaden, we didn’t get anywhere (hint: when play slows, throw them a friggin’ bone), and in the end it nearly did in the interest in gaming of one of my new players. Fortunately, that hadn’t been her first experience — I had run her through a short solo, to-the-point, “pilot” in which her 1930s adventuress had to steal a parcel of secrets from the Nazis during the Olympics and escape Germany.

Dr. Who…players not sold on the campaign, but not necessarily opposed to trying the setting with a new GM. Hollow Earth Expedition? Quite the opposite. It sold her on gaming in general.

So how to put together a good game pilot? The same way you put together TV pilot: good characters, interesting atmosphere, and a simple first adventure that can be played quickly (one or two sessions at most.) It’s easier to do with smaller groups than larger ones, where the reason for characters to work together can get contrived.

The meat of any story — contrary to high modernist and post-modernist authors’ opinions — it character and plot. First, characters: There are a few ways to streamline the first session and cut down on having characters that will not mesh with others, and that are interesting not just to the player, but the rest of the group.

The first method is the traditional everybody brings a character to the table and they get thrust together on an adventure…the characters haven’t been designed to interface together beyond “I want a fighter” or “I want a sorcerer” or “I want to be the Vulcan science officer.” This will work adequately in genres where the characters are military, or law enforcement, or have been press-ganged into working together. This is also the method where you are most likely to have at least one character that does not fit with the others — that half-goblin thief that has his own agenda, and it doesn’t mesh at all with the others. So why is he here? Because Jimmy wants to play tonight and that’s what he done brought to the table.

This isn’t necessarily a lost cause. For instance, a lawful evil fighter and a lawful good paladin walk into a bar…why would these guys not kill each other? Why would they work together? Because they are, ultimately, lawful — governed by rules, and while their approaches might be sharply different, they both want to rescue the damsel and punish the wicked that kidnaped her…it’s a good character mesh for a pilot. It’s a buddy cop movie with swords and magic.

A better way to go is to get the players together and discuss the character archetype they’d like to play, and come up with relationships between the characters ahead of time. This works very well with experienced gamers who don’t mind the first night of a new game being a character creation session. To those who came to play, it’s not so fun. For games like Smallville, or Primetime Adventures, half the fun is being in the production meeting, putting together characters and relationship webs (if your fantasy is to work in a TV writers’ room, you’ll love it!)

The big benefit to this method is the other players see what you’re working with and can tailor their characters to complement or mesh well. Maybe they’re already friends or relatives, have similar interests… With input from the GM, who knows the type of missions he’s going to run you through, you can get a sense of the type of characters that will work. For instance, maybe you’re running a Call of Chthulu game and want a darker, scarier setting. The characters should probably not be cool under fire, wise-cracking hipsters. It would work well for Ghostbusters though. However the one “comic relief” character that would inject some relief into the game sessions might be the way to go; it depends on the group.

Less player input in character creation is not always good, but for the pilot, can be a game-saver. Get an idea of what the players want, build the characters for them with their input, and fashion the connections you need to make the plot flow. My upcoming Battlestar Galactica campaign is using this technique. Player A wants to be the main character, the commander; Player B doesn’t care but wants to be more “blue collar” — I made him the chief of the boat; Player C wants to keep aspects of other characters he’s played — he’s the hot-shot pilot that’s a lot like his last favorite character; Player D doesn’t really know what they want to play — I need a groud pouner type, but someone who can interface with all the other players…an enlisted guy isn’t going to work. Marine commander. A and B are friends and brothers-in-law. They’ve worked with C in the past and trust him and his judgment. D is the new comer  but the subject matter expert they’ll need for a few of the missions planned. And lastly, they’re all there at the needs of the Fleet; they have to work together, but the way they are set up, they’ll most likely want to, as well….

I don’t recommend the last method, although I use it a lot due to scheduling issues that make kicking character ideas around hard to do. Some players don’t like to feel left out of the creative loop on the character creation but that brings us to another important aspect in which your pilot mirrors TV…sometimes the pilot has characters that don’t work. Dump ’em. Or let the players change their characters dramatically between the pilot and series. Hill Street Blues killed two of the major characters that would be in the series. Captain Pike was replaced by Captain Kirk. Commander Sinclair was a great character (and very Pike-like) in Babylon 5, but after a while, he just didn’t work. Dump ’em. Maybe an NPC that got left behind was somebody all the players liked. Maybe one would have rather played that guy. Think Helo from Galactica, left behind on Caprica…and who later provided excellent material for the show.

Another thing to keep in mind — your game is going to run like an ensemble cast show. As in Galactica, all of the characters have their own stories, but in the end it’s likely only two or three are going to be the main characters. Think Castle: the leads are Richard Castle and Kate Becket, but the second string, Esposito and Ryan are still just as important to the investigations and still get plenty of screen time. So long as all the players get their screen time, it doesn’t matter if one character is calling the shots (often Becket, with Castle — the one guy without any authority — providing the oddbal insights that lead to solving the crimes.)

Next time: Setting…

I received my Quantum Mechanix Twelve Colonies of Kobol map on Friday, and I have to say, it is easily up to the quality of the Map of the ‘Verse that the same company released a few years back. It is a single-sided print, showing the a quaternary system — Helios Alpha through Gamma — and the various worlds of the Battlestar Galactica (reboot) setting.

The map has a very crisp print quality, the typeface is easy to read (I can almost make out the small type standing about 2 meters from the map. It has a short description of each world, salient bits of information like the capital city, the nickname of the world, the patron god. There are short blurbs on the map that deal with the non-inhabited or minor worlds of the colonies, as well dealing with the astrophysics of some of the orbital groups, and distances between the worlds, the stars they orbit, etc.  There is a small size comparison of the worlds in the lower right corner, similar to that done on the ‘Verse map.

All of the respective star systems appear to be roughly contained within the orbit of Jupiter, with the Helios Alpha system looking closest to the Solar system — with Picon in the Venusian position (.7SU), Caprica/Gemenon with their barycenter at the 1SU (~AU) orbit, and Tauron (1.2-1.3SUs). Using a ruler and assuming the orbits in all of the stellar systems are on the same scale, 1SU is 4″ and seems to be the equivalent of an AU (8 light minutes.)

Using that, Leonis is at .6SU from it’s star, Virgon at 1.7SU with a smaller star; Canceron and Arelon at 1.6SU from their duller, cooler star and Aquaria at about 2SU with a sharply inclined orbit. Scorpia at 1.4SU, Sagitarron at 2SU, and Libran at 1.75SU with an orbit sharply off the plane of ecliptic.

There’s been a lot of whinging about the scientific accuracy of the map, but I’d point out 1) it’s FICTION, 2) in keeping with the supernatural elements of the show, it could be the Colonies were created for Man to settle and thrive…until they met with His wrath, 3) new exoplanetary research is showing that baricentric orbits are possible, and some of the orbital mechanics in the systems we’ve seen are pushing the boundaries of our theories regarding how solar systems form. We don’t have the rule book, it seems.

It’s $14 and worth the cost if you’re a BSG fan.

I’ve finally had an hour to go over Beat to Quarters, the Napoleonic War (at sea) game and companion to Duty & Honor. I came across a review for Beat to Quarters and liked the sound of it –I’m a sucker for Napoleonic sea stories, but strangely, have never done a game campaign in the setting —  and jumped over to DriveThruRPG.com to have a quick look.  Unlike a lot of the big players in the RPG industry, the PDFs didn’t cost an arm and a leg; for $10 for the core book for each system. (Here’sOmnihedron Games‘ page on DriveThruRPG.)

As with Duty & Honor the system is simple and designed to handle the genre’s tropes, without overburdening itself with rules outside the scope of the game. There’s a minimum amount of fluff, but there is enough background to allow the GM and players to jump right in. If you want more historical accuracy, you’ll be doing some of your own research. The art by Peter Frain is adequate and sparsely used.

The basics:  Duty & Honor uses a deck of cards and die poll sensibilities: for a test, the GM pulls a “Card of Fate” (no jokers). If the players are in a contested actions, a fight, wooing, whatever, the FM then pulls a hand of cards. Likewise, the players pull a hand based on their Measures (Guts, Discipline, Influence, Charm), possibly their Reputation, Skills, or a weapon. Match the suit, you get a success; match the card number of the CoF, you get a critical success; match the card (say it was a 3 of Diamond and that’s one of the cards in the players’ hand), it’s a complete success.  You count the number of success for who won.  Complete trumps criticals, criticals trump normal success.

Character creation is simple and fast:  hit on a concept, take a number of experiences (this can be “ten years as an accountant” or “spent a weekend running for my life in the Black Forest”) you’ve agreed on with the GM, pick your position in the ship — officer, warranted office like sailing master or surgeon, or a rating and add their experiences.  Each give you points to put to your measures, skills, reputations, traits, etc. They you collectively work on your ship (or have the GM do it.)

Personal combat mirrors the Duty & Honor rules, and the ship combat is similar to the mass combat. The captain’s tactics matter for the overall success of the action, and his discipline test can aid or hinder the other characters and crew in their efforts to perform their duties, which in turn effect the success of the commander’s tactical test. Damage to the ship or the crew’s morale follows. However, where the mass combat was more interested in the morale of the soldiers in D&H, BtQ has more crunchy rules, which is more genre appropriate.

Wind condition and distance govern what actions can be taken. Discipline tests a above are conducted, then repair to the vessel or crew morale (if necessary), maneuvering into position, then the crew/characters handle their tasks — were you directed to fire guns? Aid in crew morale? Lead your marines in firing from the rigging at the enemy command deck? The broadsides are fired, the damage is figured, and then the next moves are plotted for next round.

The background on BtQ is more detailed than D&H. There is a chart of shipboard offenses and the punishments that were authorized under the Articles of War. This allows me to give Beat to Quarters a higher substance rating: 4.5 out of 5.  The look: 3 out of 5 — it’s clean, neat, and there’s not a lot of razzle-dazzle, but it gets the job done. It’s definitely worth a look if you like age-of-sail naval games.

Well, it all came together well — the Chinese Hollow Earth Expediiton game finished the first “serial” tonight. The characters located the monastery of the mysterious White Lotus group who had captured the body of the mellified man, Prince Yinreng of the Qing Dynasty, in 1799. The final night was a stealthy infiltration of the monastery by the characters, archeologist/grave robber Dr. Hannibal Drake, adventurer Jack McMahon, Chinese gangster Roland Kessik, and street urchin Shanghai Sally, an 11-yer old girl.

They found their mellified men, four of them, but were unable to move the coffin-size confections from the place. They were captured, threatened with mellification, escaped, and were chased by dozens of killer monks.

Some of the better lines of the night: the inimitable (and often idiotic) Jack McMahon, cornered by killer monks with Shanghai Sally, “Hold it right there! I’ve got a pre-teen and I know how to use her…not the way your thinking…”

Shanghai Sally on their new mellification, “They wanted to make you delicious.”

Jack McMahon, following his being beaten unconscious in a single round by a 12 year old monk, “How many were there?” They point to the tied-up monklet. “We never speak of this…”

 

My Hollow Earth Expedition campaign has been zipping along nicely the last few months. Set in Shanghai in late 1936, the characters have come together to find a legendary mellified man. In preparation, I did a little research on the city, some people of importance — including some of the major players in the Kuomingtang based in nearby Nanking.

Central is the Qing Bang or Green Gang — supported by the Kuomintang, the Nationalist government of China, but is itself rent by internal divisions based on politics — some are outright communists, some lean left, some are firmly in the camp of General (and president of the KMT) Chang Kai Shek. The leader of the Qing Bang is Du Yuesheng, or “Big Eared” Du. He is mainly concerned with smuggling weapons, drugs (especially opium and heroin) into China. Profits are shared with the KMT. Big Eared Du’s point of contact in the KMT leadership is the intelligence chief, Dai Li.

The Green Gang is influential throughout Shanghai, but it’s grip is weakest in Hongkew, the northeast section of the city, where the Japanese intelligence service and the Japanese squad of the Shanghai Municipal Police is strongest. They operate pretty much unopposed in the “old” Chinese City, where the native SMP officers are sympathetic. It is, in 1936, the single most-dangerous city in the world.

The Green Gang has its hooks into many of the cabarets and “singsong” houses on the northern edge of the Old City and seeding the neighborhood between the Avenue Edward VII and Nanking Road to the north, and along the Foochow Road. Off of Ave. Edward VII is the infamous “Blood Alley” a place where bodies were regularly dumped. they also acted as Nationalist intelligence agents and assassins, frequently clashing with communists (mostly along the Avenue Admiral Joffre, and the Japanese.

The most raucous night is Thursday — the day the American troops get paid.

Some of the big cabarets: Ciro’s, Paramount, Majestic (owner, Mr. Wong) and it’s neighbor Little Club (very popular with the USMC.)  Caveau Montmartre is owned by a Corsican admiral who was chief-of-staff for Wu Peifu. The second string were the Palais Cabaret, ‘Frisco, Mumms, Crystal, George’s Bar, Monk’s Brass Rail, New Ritz.

Attempting to keep the peace is the Shanghai Municipal Police — 4756 men, 457 in Foreign Branch, 558 in Sikh Branch, 258 in Japanese. These officers live an existence that is close to ’70s TV cops show violent…shoot-outs, fist fights, riots, spies, and other dangers lurking around every corner.  They are often at odds with the Nationalist-run City of Shanghai government, and corruption in the force, particularly the native contingent, is endemic.  SMP is supposed to concentrate on the International Settlement.

Leading the force is Commissioner Frederick Wernham Gerrard (until 1938).  Already (in)famous is William E Fairbairn, the 55 year-old assistant commissioner of the Reserve Unit — a first-rate squad that is the model for later SWAT teams. He is the creation of defendu, a martial art that is one part karate, one part aikido, and one part dirty tricks. (He would later train British special forces in WWII and invent the Sykes-Fairbarin knife.) By this time, he had been in over 500 reported gun, knife, and fist fights. He’s still here, and most of the city knows you don’t go directly against him. His top sniper is Eric A Sykes (also designed the knife), who is a part-time member of the “Specials”, but his day job is as a manager at SJ David & Co. Last of the big names in the SMP is the huge and dangerous Dermot “Pat” O’Neil, who would later aid in training American OSS officers.

The ranks of the SMP in order of hierarchy from the bootom: Constable, Sergeant, Sub-Inspector, Inspector, Chief Inspector, Superintendent, Ass. Commissioner, Deputy Commissioner, and Commissioner.  The stations:  Central on Foochow Road, Kouza on Nanking Road, Bubbling Well Road Station, Gordon Road, Chungdu Road, Pootoo Road, Hongkew and West Hongkew, Yangtszepoo, Wayside, Arnold Road, Yulin Road, and Dixwell Road.

A few of the major figures in the Nationalist government: Chiang Kai-Shek, the “Generalisimo” is head of the KMT in the 1920s. He only speaks Chinese. Also very influential, especially with the American government, is Soong Mai-Ling, his third wife — a charming and intelligent woman who other members of the Cabinet attempt to exclude when they can. William Henry Donald is an Australian newspaperman who is sometime friend, sometime interpreter, and sometime agent for Chang and his wife. Other members of her family circle the leadership, like Kung Hsiang-Hsi — sometime finance minister and prime minister, who is married to Soong Ailing (Chiang’s sister in law.) Soong Ailing is the oldest Soong girl.  Greedy and corrupt, she used her husband’s position to get rich. Soong Qingling is the middle Soong girl who was married to Sun Yat-Sen, the original head of the Nationalists.

General Chen Cheng is Chang’s chosen successor, although he has compeition for the favors of the generalisimo from the “Christian General” Feng Yuxiang (who has good relations with the European diplomats in Shanghai) and General Fu Zuoyi, who is usually in the north fighting the communists.

Very active and militant is the influential Minister of War He Yingqin, who makes power grabs whenever he can, but usually gets slapped down. He wants to hit the rebels that kidnap Chang Kai Shek for a few months in December 1936, and who Lady Chang jockeys to stop from getting Chang killed in foolish retaliation.

Zhang Xueling (The Young Marshal) — Controlled Manchuria until 1931 when the Japanese took it. Has been working his way back into power & will kidnap Chiang at Xi’an in December 1936.

Hu Hanmin chairs the legislative Yuan in Nanking and is often looking for a way to ingratiate himself to the generalisimo…or whoever looks to be getting the upper hand.

Mao Zedong — Leader of the communists in Jiangxi.

Wang Jingwei — KMT politician and potential heir to Sun Yat-Sen.  Also a Japanese collaborator.

Zhang Jongjiang  (Curio Chang) — Shanghai businessman who buys curios.

A good place to look for more, including maps of the city is the website Tales of Old Shanghai.

 

 

 

After managing to find a pretty good hi-rez scan of the Quantum Mechanix map of the Twelve Colonies of Kobol, I decided to take another pass at my unofficial guide to the twelve worlds for the BSG role playing game. Some of the material is still specific to my campaign universe, but it’s as close to the material that’s out there as I could get.

The repair rules for vehicles and ships in the Serenity and Battlestar Galactica RPGs uses the same idea as healing wounds for a character — appropriate, in some ways, as vessels are treated as characters by the rules. However, not all vehicles are equal…a motorcycle might have 8 life points, as opposed to a car with 12 or 14…a 5W crash seriously impedes the operation of the bike; the car has some pretty nasty body work and maybe some mechanical repairs necessary, but it’ll still get you to Dubuque, if you need.

More important is the ratio of damage to structure, I think, and to more accurately reflect this, here’s my take on Repair:

io9.com is reporting that Quantum Mechanix — the boys and girls that gave us the superb Firefly maps and deckplans, etc. has just churned out a map of the 12 Colonies for the Battlestar Galactica fans.  It was put together with heavy input from Jane Espenson and the Caprica science advisor Kevin Grazer, so it’s as canon as it gets, folks!

I already preordered mine for $14.95.

There’s a short interview with Espenson, as well, at io9.com.

Looks like I might have to do a bit of work on my Colonies primer…

I stumbled across a review for Beat to Quarters, the companion volume of this game and liking the sound of it –I’m a sucker for Napoleonic sea stories, but strangely, have never done a game campaign in the setting — jumped over to DriveThruRPG.com to have a quick look.  Unlike a lot of the big players, the PDFs didn’t cost an arm and a leg; for $10 for the core book for each system I figured even if there were only a few things to scavenge out of them for other systems, it would be worth it.  I wound up buying the two books, and all the “free” miscellany for Duty & Honor and Beat to Quarters for a grand total of $20. (Here’s Omnihedron Games‘ page on DriveThruRPG.)

So was it worth it?  Oh, yeah.

Duty & Honor‘s designer Neil Gow gets a few simple things right with the system, the book, and the idea: keep it simple.  First, the look of the book.  As mentioned, I don’t have the print version, so I’ve no idea if it’s hardback or soft, but the prices on Omnihedron’s website seem to suggest the later. (They are — I’m guessing — running the hard copy on a print-on-demand basis, but the prices are still very reasonable: £12…about $18-20 US, plus shipping.) The covers are color, the rest of the book is greyscale and printer friendly (although they have an even more printer friendly version that comes with the DriveThruRPG purchase.)  The font is large, readable, and the layout is simple — a one column with a sidebar column for asides and rules clarifications.  There is a some simple black and white art in the book — mostly uniform examples and a few character portraits, and the page is watermarked with a battle scene that I know I’ve seen before and am blanking on as I write this.  Total length of the book 132 pages.

Not 300+, full color on glossy paper as is the standard now for the RPG industry (and half the reason you pay $50 a book now.)  132: simple declarative English with a minimum of chaff, but plenty of material to allow you to run the game.

The basics:  Duty & Honor uses a deck of cards and die poll sensibilities: for a test, the GM pulls a “Card of Fate” (no jokers). If the players are in a contested actions, a fight, wooing, whatever, the FM then pulls a hand of cards. Likewise, the players pull a hand based on their Measures (Guts, Discipline, Influence, Charm), possibly their Reputation, Skills, or a weapon. Match the suit, you get a success; match the card number of the CoF, you get a critical success; match the card (say it was a 3 of Diamond and that’s one of the cards in the players’ hand), it’s a complete success.  You count the number of success for who won.  Complete trumps criticals, criticals trump normal success.

Character creation is simple and fast:  hit on a concept, take a number of experiences (this can be “ten years as an accountant” or “spent a weekend running for my life in the Black Forest”) you’ve agreed on with the GM, do your military training (this is a Napoleonic war game, after all) and experiences.  Each give you points to put to your measures, skills, reputations, traits, etc.

Combat is generally rendered as a series of action sequences, not round-by-round combat.  A Skirmish can have one to three actions you need to take, and that’s it; a full-blown battle could run up to five tests for the characters.  The players and GM are expected to work together to narrate the events; this seems to be the new “in thing” for RPGs — the communal storytelling vibe is all over the new Cortex rules, and much of the indie games out there. The game suggests that players shouldn’t be the first ones to take a face full of grapeshot or injury…that’s what the mooks in your military outfit are for.  You’re the heroes, after all.

The combat sequences are interesting in that everyone’s actions effect the outcome of the other players. An officer or sergeant gives extra cards to a hand through their discipline measure to other players. The success of the ratings and sergeants gives cards to the commander for the next round of fighting. It’s a well thought out mechanic that mimics the interaction on the battlefield — the commander can motivate and direct the troops effectively, but if the troops don’t fight well, it’s all for nought; if the troops kick butt, even the worse plan might come to fruition.

Combat is interesting in that the characters have no combat skills, per se.  There’s Soldiering or Command, but for the day-to-day shoot/bash someone, it’s just the successes on the cards. That might seem counterintuitive, but in a mass combat, your Guts and Discipline are more use; extraordinary skill in combat can be taking in a Trait.  It sounds funky, but I suspect it would work fine.

Overall, I’d have to give the substance of the system and the background material a 4 out of 5; they could have given more setting material for the players in the corebook, but that would have upped the cost.  The look: 3 out of 5 — it’s clean, neat, and there’s not a lot of razzle-dazzle, but it gets the job done.

I’ll have a review for Beat to Quarters soon.

I’ve been playing or GMing for three decades and one thing you can count on: people are going to gab about stuff outside the game at the table.  I’ve seen some groups that are very serious about their play — the gong gets rung, some object gets set to show they’re in session; I’m surprised no one’s got a big “ON AIR” light hung on their wall (although, now that I think about it, that’s a pretty bloody cool idea…)  DNAPhil over at Gnome Stew has a short post on “Keeping the Focus” that might be handy for people that play like this:

“Jokes. Movie quotes. What happened in Fringe last week. Talk about the new supplement that is coming out. Dinner plans. Discussion about why the new WOW update is the reason to join/leave. These things swirl about the game table every session. When left unchecked they can break down the 4th wall of the game, cause players to miss key information, and grind a session to a halt. It is frustrating to the GM and to the players, even when both are guilty parties.”

It led me to think about the various campaigns I’ve played or run in, the atmosphere fostered in them, and the “problem” of table talk, so I will now opine.  ’cause it’s my blog.  I get to do that.

The play style mentioned above — this atmosphere of quasi-professional theater mixed with die rolling — frankly, doesn’t thrill me.  I find they take gaming far too seriously, whether it’s because this is their only “fun” outlet, or they see it as a chance to practice their “craft”, be it acting or storytelling.  Sure it can be fun, and for that sort of mindset, I’m sure it is…but not to me.

I blathered in another post early on in the history of this blog that my groups tend to be made up of people who do things together — in and out of game.  We see movies, we go to dinner, have parties, go shooting…we’re friends first, gaming buddies second.  Normally, the people that are in it to role play don’t last.  We’re simply not serious enough about the game, man!

We have table talk.  Every gaming group does, but it’s healthy.  Normally, we see each other once a week to game, and occasionally another day to two for other activities.  Like every group there’s that 30-45 minutes of chatting while stuffing our faces, before we get into the game.  For us, when the eating ends, play begins in earnest.  Sometimes there’s a bit of a stuttering start — something we were talking about intersects the set-up, or just is still bouncing around the mind, and it cuts into play.  That might bother some people, but for most of the groups I’ve been in, not so much.

The piece mentioned above brings up respect.  It’s one thing to go “…just like [insert whatever you were talking about]” when the GM starts the action; it’s another to keep talking one it’s obvious that the game is about to get started.  There’s a few things you can do, if this is bothering you. The don’ts first…don’t yell and scream or sulk or make a fuss.  You’ll look like a prat.  Rightly so.  I wouldn’t suggest taking your simulated dwarven battleax off the wall and burying it in the table, either.  It will look uber-cool until everyone freaks out.  Walking out of the room occasionally works, but you’ll still look like a petulant git.

The two things I’ve found that work — just sit patiently and wait for the chatter to die down.  Normally it works quickly if you just give everyone the “may I continue” look; if you’re a college kid, you’ve seen this look from time to time on your professor.  Another is start with the person closest to you and say quietly — “do we want to get going?” or something to that effect and have them pass it along.  It disrupts the talking and usually works well.

But, for me, the table talk is half the fun.   For me, gaming is a social occasion.  It does give me a chance to have a creative outlet outside of writing my dissertation, but it’s mostly a reason to get together with people I like, to do something I like.  It’s the same for them.  Yeah, there’s the occasional aside that goes on for a few minutes that has nothing to do with the Chinese mob helping the one player’s character find the mellified man in deepest Hubei in 1936.  So what?  If it’s important, interesting, or entertaining let it happen.  Hell, if it makes me laugh like I did last night, you might even get style points for it.  (I reached the coughing up a lung stage i was laughing so hard…)

Fun.  That’s what gaming, first and foremost, is about.  You want to do improvisational theater, join a theater group or LARP.  Knock yourself out. Some nights, it’s going to be obvious that no one is really there to game.  They’re there to hang out with their friends and talk about stuff. Those nights, close the screen and the books, shut down the computer, and enjoy.  Those moments are why you have to go to work in the morning; enjoy them.

I can see where some GMs feel that it’s disrespectful, or that no one appreciates the time they’ve put into the game setting and plot.  I’ve been gaming for 30 years and I like to play, but usually, I wind up running the game.  (There have been times I’d have said “saddled with” GMing, but I like it…so I shouldn’t bitch.)  Nobody really appreciates the amount of effort and time that go into planning a game, especially since I tend to run historical stuff that requires a certian level of research for verisimilitude.  My wife thought that I just knocked a few ideas together and didn’t understand why I would be annoyed when people would cancel out (that’s my bugaboo, but I don’t make a big deal out of it.)  Then she saw that I put a good 4-5 hours of time into a weekly game session, sometimes more.

A lot of GMs are pressed for time, but I don’t tend to be overly sympathetic to that.  I’ve run two games a week, different settings, for the last 5 years, and it could be as much as three or four a week for the five years before that.  I would be working part or full time, going to school full time, and I still cranked out a few adventures a week.  The worst was working full-time, school full-time, studying for comprehensive exams, AND still running two games.  But I did it, because I enjoy it, and it’s my main creative outlet, right now.  (I’ll probably be more likely to empathize once my daughter is born in April…)

So, yeah, players — the guy behind the screen put a bunch of time into the game.  Try to be respectful,but in the end, if you’re more interested in gabbing, gab away.  Sometimes you’ll still get some gaming done interstitially; sometimes you won’t.  Have fun.

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