Gaming has been a big part of my life for four decades, and has helped mold me in various ways. Early on, it taught me how to structure a story, how to collaborate with the other players, and my desire to make the games “as real as possible” lead me to develop research skills that have served me well in various careers.

It changed my career choice several times. Originally, I had been interested in intelligence work. I got to do that. It led me into history and teaching; I’m doing that. It changed my focus of my field from 19th Century imperialism (thank you, Space:1889) to modern America and Europe (thank you Hollow Earth Expedition), to the end of Rome in Britain (thank you, current D&D/fantasy game!)

It’s turned me from a serious introvert to quasi-extrovert, and has anchored by social life up until my discovery of motorcycles, which provides most of the rest.

I’m going to go with short vignettes for this:

My first real game of Dungeons & Dragons, circa 1979: My internal monologue — “Holy crap! This is great! I get to be whoever i want! I get to be a hero! My life might such in game, but i can do something about it…unlike my real life.”

My first game of James Bond: 007: So this is what it feels like when mechanics help you play. What? I can build my character to my conception, and not have to take a random creation?

A particularly good game of Dc Heroes: Holy crap! My character is gonna get me laid! (And I was.)

After a few times of playing Space: 1889 I started researching the hell of the era because I like to make the game world feel real. (I started doing this with the James Bond game.) I found I loved the period and it became my point of study when I went back to college.

Playing Shadowrun: Hey, I think my character is going to get me laid! (And I was.)

My The Babylon Project game, run while I was at Defense Language Institute: I pulled off a complicated story over the course of 16 months!

My Star Trek game in the early aughties: Holy crap, I think my character is going to get me laid! (And I was…)

Hollow Earth Expedition: Wow, I love the interwar period — especially aviation history.

My Battlestar Galactica campaign: Holy shit, I just pulled off a five year long, highly immersive game, with a unique twist on the setting despite loosing most of my gaming crew.

Surprise the second: This is the first campaign I miss.

Fifth Edition Dungeons & Dragons: Wow! This reads like old D&D and makes me want to play fantasy for the first time in 30 years.

Tales From the Loop: I miss the ’80s. Even with the imminent threat of nuclear annihilation and the violence of the crack epidemic.

Star Wars, 30th Anniversary Edition: The old WEG Star Wars game! I missed playing this!

We’re living through a renaissance of board and role playing games. Fifth edition Dungeons & Dragons really fired up the RPG industry and brought a lot of players to tables, especially in the new game shop paradigm where playing space is more important than having a ton of product (at least where I’m living.) Kickstarter and DriveThruRPG have given content creators a new way of funding and presenting their material. There are more games, more systems, more material for games out there than any time in the past. So the idea that there is a problem with finding players is an interesting one for me.

I’ve been doing this long enough I remember when society thought role playing games were satanic, isolating, weird (and let’s face it, it kinda is) and was destructive to the mental well-being of children. Like rock music and video games. Back then, finding gamers — especially in a suburban or rural town — wasn’t just hard, it was potentially dangerous, if only for risking ridicule. Admitting you played role playing games was a sure shot to not getting a girlfriend, possibly getting your ass kicked, or worse. (The worse wasn’t really defined, it was more just a sense of intense social anxiety.) This was the tap your foot under the bathroom stall sort of scenario; you dropped a D&D related comment into a conversation, and if the other picked it up, you were in business.

It was different in the big city. Well, moderately-sized city — it was Philadelphia. There were real game stores, with bulletin boards to pin up ads for gamers or GMs. Sorry, kids, this was like having a Facebook page where you asked if there are people out there playing games, except it was a cork board on a wall in the real world and you had to take paper tabs with phone numbers, then go home to the phone that was connected to the wall, and try to set up a play date. You never knew what you were getting.  After the 300 lb. ninja (No really, he could make himself invisible with the power of concentration!) with severe attachment issues — the sort that you make eye contact and have a friend for life — showed up and started stalking me and my roommate,  I started meeting people at neutral locations to suss them out before inviting them to my residence.

I highly recommend this, by the way, especially if you’re a woman. Meet them at a public place, get the read, before you invite folks to your crib. I’m a reasonably strong man who carries a gun most days and I use caution letting people now where I live until I know they’re not creeps. So should you.

So how do you get new gamers? 1) Go to game stores and meet people. Get off the f’ing phone and have a face-to-face bout games, and movies, and books, and other things. Because when your gamers friends are just game friends, the group won’t hold together. You need to be friends who happen game. Have your players look around, too. you’re in this together. One of my old buddies from grad school recently joined the group and brought a friend of his along with him. 2) Talk about RPGs with folks like you would talk about video games. We recently got a new player because I was talking RPGs with a student, and another student thought it sounded cool. After he wasn’t my student, I invited him to play. An old workmate from ten years ago recently decided he wanted to get back into gaming and called me. Network. It (net)works. 3) Check out the various online bulletin boards for players. There’s RPG Game Finder, Find Gamers (I think this is US, Canada, and Britain only…), and the D&D Adventurers’ League. If you have more of these sites, link to them in comments. Let’s help each other out.

And I’m sorry for the (net)work pun. Just not enough to take it out of the post.

Dramatic tension is created when the characters are faced with obstacles to a goal that is personal for them. Motivation is desire, be it love, revenge, redemption, freedom, survival, justice, or greed. The GM needs to tie the adventures to the desires or fears of the characters. What do these characters want? Then — how do you get in the way of that for a good story?

It doesn’t always have to be save the world from the bad guy with a superweapon. (Hello, every f’ing Star Trek movie since The Wrath of Khan.) Sometimes it can be very personal. The main conflict in Captain America: Civil War is Tony Stark’s guilt over his actions in the past and anger over the death of his parents. His obstable: Captain America’s desire to redeem his friend, Bucky, and remain free to help people has he sees fit. Cap’s main obstacle: his stubbornness and arrogance. The characters create the tension and motivations. The rather bland villain in the piece is actually incidental. He’s simply a catalyst to bring these characters into opposition.

Some of the best obstacles are: a foil they have encountered before and desperately wish to best (Belloq and Indy in Raiders of the Lost Ark really aren’t so much interested in the ark, as they are beating each other at the game.), a thing they want badly (released from a curse, say), a person they care about is in trouble (every action movie involving a dad saving a kid), or they are trying to develop a relationship with (every romance movie), or they have to save the world! Which tends to be high stakes as a lot of people are involved, but funnily enough, only if you care about the world or the characters fighting for the world.

Case in point: The Man of Steel features Kryptonians coming to Earth and wrecking havoc. I didn’t really care about the world or the stakes, because the movie 1) had no engaging hero, and 2) the movie had no engaging villain. In counterpoint, the second season of Luke Cage has superbly crafted villains — the odious Mariah Stokes/Dillard, the damaged and vengeful Bushmaster, who but for his gangster connections is almost as heroic as, say, the Punisher; and the hero this season, is a much more engaging Luke Cage, a guy who wants to protect his adopted home, but really is motivated by a sense of sef-importance, some perfectly understandable daddy issues, and who is trying to regain his pride. This last trait is central to all three of the characters, so the stakes are personal, and that makes them important.

This is an interesting question. Usually, when we are talking about creating realism, or more accurately verisimilitude, we focus on the game master or the game material. However, the GM isn’t the only guy or gal at the table. So how do players aid in creating a realistic game world experience?

Top of the list, I’d say is Buy In. The players have to be interested in the game universe, and want to immerse themselves in it. That doesn’t mean going the full Jared Leto, but they have to want to believe in the rules, the physics, the history, the flavor of that world. In the immoral words of Ron Swanson, “Never half ass two things, whole ass one thing.” Whole ass that world.

That came out creepier than I though it would.

To that end, the players should take an interest in their role and what their characters might. For instance, if you are playing a 1930s globe-trotting adventuress with a love of aviation, maybe study up a bit on planes of the interwar period. What catches your eye? Are you a seaplane person? ’cause if you were, the flying boat is the only plane! Do you like functionality over beauty? You might be a Boeing 247 or Beechcraft Staggerwing person, and not so much the Lockheed Electra. Are you a hard-boiled detective? Research the basic laws of the setting (if possible) and structure of your police department. Are you a mercenary or a big game hunter? maybe know something about guns and/or game. Are you a wizard?

Players should have their characters interact with the other characters. The worst is when you get the min/maxed character that spends their time in their room “inventing” or whatever, and only shows up to chew bubblegum and kick ass. Are they friends? Are they frenemies? Lovers? We had two players’ characters hook up and get married. (And the players aren’t, to my knowledge, interested in each other. Which is kinda rare when you see this sort of thing in games, in my experience.)

Make suggestions to the game master. What about this kind of adventure? Can we do X? Is there a person who can get us Y? Help flesh out the world. Fortunately, this is a trend we’re seeing in some of the newer games, where your Session 0 is often putting these relationships together, or even helping to build the city or world together. All which creates buy in.

 

I am assuming the [your] here, as the grid didn’t specify if it was my favorite or the players’ favorite. Since I GM most of the time, this means which NPC character was my favorite to play over the course of a game. This one is easy:

CPT Aeria Evripidi, callsign Athena, in our Battlestar Galactica game. She was a viper pilot who was using the military to bolster what she figured would eventually be a career in politics. She was from a political family — her father a Colonial judge and her mother a television personality on Libran. She was hugely intelligent, tactically brilliant, a tease and practical joke player, but with a certain lack of empathy and understanding of people, and who was alternately respected or hated by the people she worked with. She would rise after the Fall of the Colonies to the executive officer position, and was eventually mortally wounded on Kobol, where she was used by the “goddess” Athena as biomass to resurrect when the Colonials found her tomb. Their personalities meshed and eventually the real Athena would subsume Aeria, but she would help lead them to Earth.

It was a fun character who was challenging to make likable, but not too much.

This is a toughy. I’ve been playing for about 40 years (damn, I’m old…) and there’s been a host of good NPCs, so picking one in particular is tough. So I’m going to go with the NPC that has been most commonly resurrected and was popular with players (from what I can tell…)

Sir Douglas August-Haide — He was a Sean Connery-esque NPC in various incarnations of our James Bond game. He’d been a 00 and was now either the head of the Special Operations directorate for MI6/SIS, in another the head of a NATO special intelligence group with wide latitude, and in another the head of a private intelligence company on contract to various governments in the war on terror. He had the James Bond swagger and humor, coupled with a lot of money and influence from knowing where a lot of skeletons were buried. He’s most recently popped up in the Sky Pirates of the Mediterranean book we’re working on as the head of the foreign Volunteer Force (or “Sky Rats”.)

He was one of those best and shiniest equipment types, banging around in the latest Aston Martin, using the FN FiveSeven and P90, etc. In the latest iteration of the character, he commands the Sky Rats from the airship he bought from the British government before its decommissioning, the R.80. He’s got contracts with the League of Nations and various insurance companies to protect shipping in the Mediterranean and his guys get the best stuff on the market.

Oh, this is a good one for me. I’ve been the “king of dead games” for a long time. Even the stuff I tend to write for at this blog should give that away: James Bond: 007, Cortex (the original), Space: 1889, and to a lesser extent Hollow Earth Expedition (not dead, but not exactly lighting up the scene, right now), old Decipher Star Trek, West End Games’ Star Wars

What gives a game staying power? Why did I use James Bond for 20+ years as my go to rules for modern or near future settings? It lets the players built what they want (within reason), gives the GM mechanics to emulate the genre effectively, and is easy to play. It could be tweaked for cyberpunk, for Stargate (easily!), and I’ve thought about using it to do ’30s pulp over Ubiquity several times.

Space:1889 had a great setting, but the mechanics were junk. Almost from the start, I was looking for ways to do it better. We used the Castle Falkenstein rules with heavy modification. We might use the Ubiquity rules, now that stuff is coming out for the setting once more. Even after Decipher humped their customers with Star Trek, I used it because the mechanics worked and were familiar enough to newbies who’d only played D&D that they could be roped into playing. Classic Cortex is now replacing Dungeons & Dragons for our fantasy campaign because of clean rules and math that makes sense, the ability to build what you want, and it encourages role playing through the trait/complication mechanic.

There are a few consistent things I’ve looked for in games over the years, and a few things that have changed. Probably the most important is a setting that hooks me. Dungeons & Dragons came along during a fantasy period in my reading, so it grabbed me. James Bond movies were always favorites, so that game and Top Secret were a draw. Space: 1889 remains one of the best settings for a game I’ve played, and all of the copycat “steampunk” with the fantasy elements, like Castle Falkenstein or Victoriana (most editions of which, in the interest of openness, I’ve have worked on) don’t quite match. for a while, a lot of the games I bought were licensed properties: there was DC Heroes and Marvel, The Babylon ProjectStar Trek (both LUG and Decipher), Star Wars (d6, period), Serenity and Battlestar Galactica… There’s more but you get the point: I like to play in universes that I like, but to me honest, I think I can do better with.

I wanted systems that gave a certain level of verisimilitude, but weren’t too complicated. James Bond, for the longest time, was the sine qua non for that: clean, fun rules; you could built your characters — none of this chance thing (and really Traveller, you can die in character creation?) The amorphous quality of FASRIP Marvel was initially attractive, but I preferred the order of DC Heroes, and we played the hell out of it. Star Wars d6 was simplicity incarnate and managed to really capture the flavor of the movies. It also won me over to game systems that are not overly complicated.

Fate seemed like it would be right up my alley, but I found the lightness of the system detracted from some illusion of realism, and I really didn’t like the “taken out” concept when applied to combat. (By that time, I’d been in the military.) However, the same ability to built what you wanted, have their weaknesses and strengths of personality count for something, and have a mechanic where the math “felt right” and which fostered good storytelling came with the Cortex system in Serenity, and made better in Battlestar Galactica.

Recent trends in RPGs have actually put me off trying new games. These massive 400+ page tomes with flashy design that is distracting (if pretty), typefaces that are hard to read, and text that is too verbose and not nearly clear enough to grasp the core mechanics (looking at you, Mödiphiüs!), all costing $60 or more — I don’t want to drop that kind of dough, and I don’t want to wade through that much material to learn a game. This is one of the reasons Tales From the Loop was so refreshing: clean layouts, short and clear technical writing for the rules, nice creative writing for the interstitial material I also don’t want to buy a game and have to buy several other books to get the full rules. Fantasy Flight’s Star Wars and the multiple corebooks and/or proprietary dice trend is an immediate turnoff because its so obviously an attempt to relieve you of more of your money than the play requires. Mödiphiüs is doing this too with Star Trek.

It is, not to put too fine a point on it, bullshit.

It’s so offputting I bought the old d6 Star Wars rules.

What I look for now (and try to create with the Black Campbell Entertainment products): clean, professional layouts and typefacing; good art, but not a coffee table book with shitty rules badly written. Good mechanics that help me play. And a great setting (again, Tales From the Loop, but also its cousin Mutant Zero.)

I got my first Dungeons & Dragons set — red box, if I recall correctly — in 1977 or 1978. I was on a fantasy kick about that time, and it looked fun. I didn’t know what a role playing game was, and there weren’t a lot of people who played them, but I was able to find  few folks here and there to try it out. I was hooked instantly. By high school, I had a regular group that played RPGs and board games. D&DTop SecretGamma WorldStar Frontiers, Gangbusters…we tried all of TSRs stuff. But Traveller was our go-to sci-fi game, and James Bond: 007 quickly took over as our main game.

With few exceptions, I was usually the one to run games in my groups. We had the occasional replacement GM, but it usually fell to me. Only in college did I get a regular break from GMing, and by that time, it was what I preferred. I like to play, but for me, it’s really about running games, now.

What do I love about them? Firstly, the ability to leave your life behind for a while — like with a good movie or book, except you have the ability to affect the course of the story. When I was a kid, my life made escapism was a necessity.

Secondly, I love telling stories. Everything I’ve tended to gravitate toward as a hobby or profession is linked to storytelling, or was influenced by the games I liked to play. I teach history. Why? — telling stories. I specialized in 19th Century Imperialism because of Space: 1889, then swapped to Modern American history because of Hollow Earth Expedition. I went into intelligence for a while — because of James Bond. (Who didn’t, really?)

Thirdly, it gave me friends, some of which I still have. I haven’t seen the high school gaming crew, but I can talk to them on Facebook from time to time, and something from the games might come up. I still have friends from college or the military — they are all gaming buddies. We’ve gone to each others’ weddings, watched each others’ kids.

And if you stay away from the miniature heavy games, the amount of time you spend enjoying them is the best bang for your buck.