This player was a lot more common in the bad ol’ days of role playing, when the games were still mostly wargames with character rules bolted on. (It’s also one of the reasons why combat rules are usually a chapter long in modern games, but other skill rules fit in a page or two.) Knowing the rules gave you an edge over the dungeon master, with whom you had an adversarial relationship, rather than a cooperative one for telling a story — the DM spent his time coming up with ways to screw with you and your party; you tried to outsmart him. Knowing you got a +1 on a such-and-such test because of certain factors might make the difference between success and a TPK (total party kill, for those not playing D&D.)

The rules lawyer is still alive and well in gaming. Most of the ones I’ve run into are involved in the vampire LARPing scene, where the antagonistic relationship between characters and between the characters and the storyteller remain a central aspect of play. In modern tabletop games, the relationship between the game master/storyteller/dude who’s not a storyteller, but a facilitator for your gaming enjoyment (barf!) is more cooperative, and the rules usually reflect this by being much more minimalist or fluid. This isn’t the environment for a rules lawyering gamer to thrive…but there they are.

Often the rules lawyer now uses the rules to maximize his benefits at character creation, much like the min-maxer, but the rules lawyer focuses on mechanics that allow them to tweak the flow of play to their advantage. So they might take assets (or whatever they’re called in your favored system) like luck, where they can reroll a test, or something like Intuition in Cortex, where they can ask a question of the GM (usually a yes or no question) to skirt the plot.

In modern games where combat is more prevalent, the rules lawyer is much more effective. They know that a certain maneuver allows this benefit, they hang on the wording of a rule regarding social interaction, or how hacking “works”, and use that knowledge to browbeat the GM (or the group, if it’s a GM-less system) into ruling in their favor.

The rules lawyer was, in the past, much more of a nuisance than they tend to be now — but I admit I also don’t play stuff like D&D or Pathfinder where the benefit of lawyering might be more fruitful. In the early days of RPGs, the dungeon master was “god” in his world — and it was almost always a “he” — creating the setting, the adventure, managing the opposition to challenge the players. Rulebooks showed their wargaming past and were packed with minutiae on various tasks. It was hard to know it all well. Rules lawyers could leverage their knowledge of the rules to question the campaign’s architect. Now, it’s expected that the players will have some say in how the plot unfolds outside of succeeding or failing at a test. Plot/hero/story point mechanics allow them to “bribe” the GM to give them a certain result (and vice-versa), rules are less structured and important to the outcome of a scene (FATE can go so far as to go single test for combat with the player stating the preferred outcome), and gamemasters are more likely to working to help the players succeed than to kill their characters off. That makes rules lawyering much less necessary, or effective, than in early generation RPG mechanics.

So how to handle the rules lawyer? You can go with the time-honored “DM as campaign god” with your decisions as inviolate. Or you can set yourself up as a judge or referee, interpreting the rules to the situation — “I know it says the monster gets a -2 for the slippery surface it’s on, but the sheer size means that it doesn’t have to move around as much, so I’m not applying it…” Or you can give the rules lawyer a statute of limitations to argue their point and change the ruling and edit the story. You want to argue a rule that gives you that +1 you need to succeed in stopping the trap from springing? You’ve got a minute to find me the rule, or we move on with events. This gives the rules lawyer — who gets their enjoyment from that argumentation — time to have their fun, maybe have more of an effect on the play, but limits their ability to halt play over some point of procedure.

 

This is a variant of the “rules lawyer” we’ll get to in another post — the min-maxer is a particular problem in that the player really isn’t doing anything wrong, per se. They’re trying to tailor their character to their role, and this is admirable…but it can lead to narrative issues down the line.

One of the standard min-max techniques in Dungeons & Dragons is to pump a character up on their physical stats, but slight charisma, so that they are a survival monster, but something of a duffer in social environments. This is understandable when one considers that the stereotype of the gamer is a maladjusted type that can’t get a girlfriend. But that’s a stereotype…most of the gamers I’ve met are fully functioning human beings (but when the stereotype is in effect, whoo boy!) By slighting charisma, the players are doing a cost-benefit analysis, and erring on the side of being able to kick the crap out of the monsters and live…shmoozing at the tavern is not a priority.

This sort of cost-benefit design shows up in other settings, as well, and has the main side effect of making the character annoyingly good at some particular set of skills, often to the detriment of creating surprise, suspense, or a sense that failure is possible. A few examples:

One of my former group commonly would design their characters in our Victorian science game to be social and charisma masters. This made sense because 1) this was her fantasy, to be attractive, engaging, and sexy, and 2) it was the equivalent of maxing for social “combat” — the primary venue for a female character of the upper class in the setting. However, it meant that she would often run roughshod over NPCs of power and created connections that quickly put the character and her companions in a very rarified strata where they were essentially untouchable from a legal and political sense. To balance her out left other characters so outgunned that they were simply props in these social scenes. However, they would often flub rolls due to the higher difficulty this primary character created, and hence her friends would cause her trouble she would have to smooth over.

Another would be the detective who is uncannily good at sussing out the truth. The character was built with incredible analytical skills, intuition benefits that allowed them to make deductive leaps that made it very difficult — if they asked the right question — to disguise intent or guilt of NPCs they were investigating. This in itself isn’t too bad; you can find ways to adapt a good mystery by creating more layers of intrigue or guilt. However, he was also built with sixth sense skills, enhanced reflexes, all the sorts of things that make him the combat monster of the traditional sense. To challenge this character, I’ve had to either throw serious number of bad guys or very tough ones at him, or I have to come at the problem sideways such as giving him a problem he couldn’t dodge his way out of…and that’s the trick with a min-max character:

When you need to challenge them, one thing you can do is give them something outside their specialty to do. If you can split the party, give the bad ass with the low intelligence the riddle to solve. Give the thief a situation where they have to talk their way into a place to steal the object in question. (Shoulda put more than a 2 in charisma…shouldn’t ya, sport?)

Another is to play to their weaknesses. Most newer RPGs have some kind of weakness or trait system that either compels a response (usually for a reward) or or has a mechanic to adversely affect the character. So that tough guy is afraid of snakes, huh..? Shame to get to the McGuffin they need, he has to go through that room of dangerous asps. That thief is great in a building, working on locks and such, but never really got used to heights…and the way out, it’s through that 6th story window. Maybe that alcoholic pilot shouldn’t be drinking so much before an important dogfight.

The main thing I think a GM can do is to work with the players during character creation to decide exactly how far they want to push a certain trope. Sometimes, even in a campaign like a pulp game — where the characters are supposed to be over the top — you can go too far and have a character that “breaks” the game because they are just too much. (I actually designed a character like this for a player that seemed great on paper, but once in play just trashed the reality of the setting.)

This was an earlier piece that I’m including in this new group of essays on “problem kids” at the role playing game table:

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

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

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

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

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

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

Any other techniques out there?

There’s a great schtick in an awful (but funny) movie called Brainsmasher: A Love Story: the lead character’s mother seems to always be able to reach him by phone, wherever he is. Standing next to a pay phone? Mom calls. The villains are torturing him, and the lead bad’s cell phone rings… “It’s you mother!” “Gimme the phone. No, Ma, I don’t know when I’ll be home! Hang up on her.”

In a lot of RPGs, players often exit in a vacuum, much like character in movies — they are sprung fully-armed and armored from the Players’ Handbook, ready for action. No friends, no family, no real background. they develop in media res, and are a product of the numbers on a sheet and the adventures they work through. In a fantasy campaign, you can Conan the hell out of your background — the warrior/mage/rogue that has lost their family, or they simply don’t impact their lives — but in other sorts of games, building in family and friends for the characters at the start can really help flesh out a game.  

I’ve written a few times on how adding friends and family and playing a “season” before the Cylon attacks in our Battlestar Galactica campaign really helps the players experience their characters’ loss, but this isn’t the first time that family has been important in our campaigns. Often in espionage campaigns I’ve run the family is an important part of the character’s backstory. They’re the people you want to get back to (or escape the chaos of young child, as a former special forces guy I know admitted.) They don’t like when you’re out adventuring; they want you home. The issues of family and spies have been well done in True Lies  and more recently, TV’s Chuck

Family make decent motivators for adventuring, as well — family make great McGuffins: The terrorists have your daughter! The alien menace is advancing on the hiding spot in which you left your family! Your best friend discovered a hidden city in the Amazon! You son just knocked up his girlfriend and you’re way too young to be a grandfather! All of these can be seeds for an adventure.

But the best use of family is as, what they call in television, the “B plot.” Something is going on in your private life that needs your attention, and which distracts from the “A plot” (the adventure). Perhaps there’s an issue with your kid or wife that needs your attention — the wife was in a car accident and is injured and at the hospital — this murder investigation is just going to have to wait for a bit. Or you keep missing that parent-teacher meeting because you’ve been fighting creeping tentacled evil that is trying to break into this world…not exactly something you can tell them, but if you don’t get your ass over to the school right now, they’re going to think you are a negligent parent.

Beyond all that, even if you’ve just got the characters getting the occasional phone call or letter from their parents, having connections to the world around them outside of the plotlines gives a sense of reality to the world, no matter how fantastical it might be.

In 1929, Henderson Motorcycles released their “Streamline” bike — a powerful 1300cc four cylinder machine that allowed the bike to break the 100mph barrier. The KJ Streamline would become popular with police forces for its forgiving nature — as they could run from 8 to 100mph in top gear with no issues. The torque was impressive, allowing them to accelerate and decelerate swiftly. Not content with building one of the most powerful bikes of the time, Hnderson released a “Special” for $30 more with higher compression pistons and a larger carburetor that boosted the machine to 45hp and which hit 116mph on one run.

Henderson-1930

Henderson KJ Streamline Size: 1   Def: 6   Str: 6   Spd: 100   Han: +2   Crew: 1   Pass: 0   Cost: $450

Henderson KL Special: Size: 1   Def: 6   Str: 6   Spd: 110   Han: +2   Crew: 1   Pass: 0   Cost: $480

And the one that really caught the eye…

The 1934 Henderson KJ Streamline 

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This concept Streamline that came out of the impending Excelsior-Henderson merger could have been called the first scooter: it rode on 10″ wheels, had a fully-encased chassis, and a different seating position that was uncomfortable for the tall rider. The bike was heavy, a bit unwieldy in turns, and a pain in the ass to maintain:

1934 Henderson KJ Streamline: Size: 1   Def: 6   Str: 7   Spd: 80   Han: 0   Crew: 1   Pass: 0   Cost: $600

This one, however, has the most potential for pulpy goodness — of course a masked do-gooder could ride this with a boatload of style…yet no one would put together he’s on one of a handful of these things made. Cops in the 1930s just don’t put that sort of thing together. Or heavily modified, it would be the perfect platform for a “rocket cycle”…if only to do your best Brian Blessed “Flying blind on a rocket cycle!?!”

It’s a space sorta day here at the Black Campbell. Here’s the link to Issaac Campbell’s original site for graphic, which deals with marketing aspect of the infographic:

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Andrey Klimov did this entire project on his lonesome…

So, we’ve had a couple of good episodes running over the past few months in our Battlestar Galactica campaign that have centered on the emerging politics of the fleet. Unlike the show, where the government just sort of materialized as if by magic, or fleet has been hampered by the logistics of moving people and goods between, essentially, 78 islands in space. There’s a black market that has fired up almost immediately. There’s hoarding and other problems just trying to get a handle on what they have in the way of resources, how many people they have (still an estimate, but a pretty good one), and how to motivate people to work where needed.

The fleet immediately went on half rations for the civilians not working, 2/3rds rations for those working in essential areas (military, bioship, repair ships, etc.) and they’ve been trying to recruit people for the Fleet and marines. Of course, with no place to really do physical training and no time for basic training type stuff, the newbies are being thrown straight into OJT. Pilot trainees are learning their OCS manuals while at the same time trying to learn basic flight. Enlisted are right into occupational training. The marines are about the only people they have the time to train with weapons.

They are also putting together a Marshal Service to police the fleet for violent crimes — murder, assault, rape, human slaving (which they’ve already run across), hunt Cylon infiltrators, and hoarding (although there’s a question as to where property rights end…can they just take people’s things? What does that do for motivation?)

One of the B plots is finding resources to replenish the fleet. A raptor went missing this week’s game (Halloween night) and two of the characters had to go on a search & rescue to find them. The raptor had been investigating a system with two giant water worlds, and they quickly found the raptor on the ocean’s surface, riding a mat of algae, and afloat but sinking slowly and in the path of a massive hurricane. They had maybe two hours to effect a rescue. The ship was not answering, so they head down and find the bird has it’s side hatch open. Why? The crew are not answering and there appears no one is aboard. Why not?

One of the characters is winched down under the hovering raptor and boards to find the craft dead. A quick search turned up the seat covers, rubber gaskets, pages from the manuals, etc. …all gone. The character managed to work out these were all organic components and that’s when her pilot realized that the algae mat was moving — crawling onto the raptor. There were a few tense moments where the pilot investigating barely got out of the craft before monster ate her, and some of the slop was eating through her flight suit boot. (She managed to get it off in time.)

The players had been expecting a Cylon plot, or some kind of maintenance issue, so the introduction of their first confirmed multi-cellular life form — and a vicious one at that — made for a sharp turn from the show’s universe. But it also played well into how to introduce a bit of the haunting holiday into an established game.

Yes, I’ll admit right off the bat: I’m a Microsoft Office hater. Their software is bloated, the interface a brick-to-the-face ugly, and the menus make no damned sense. I was a WordPerfect guy — it was the best word processor out there through to the early 2000s. When I bought an iPad, I found I truly loved the simplicity and surprisingly functionality of the “lightweight” Pages and Keynote apps, enough so that when my wife bought me a MacBook Air, i started using Pages and Keynote on the laptop, even though I’d have to sacrifice the clean fonts and layout when I had to shift the presentations over to Powerpoint (but that’s what we use at work…the cri de coeur of everyone sick of the MS Office suite.)

Pages, however, was a dream to create documents in. Especially for e-publication. ePub is the easiest of the ebook formats and everything looks like it’s supposed to when you go the publish a book (then Amazon makes you go to .mobi, which is like can spray-painting a Ferrari.) So I was kind of excited when the new iWork suite dropped on the iPad. Again, for basic work, it’s surprisingly good — easy to use, there’s a lot of template designs and other things you can use quickly, but it’s not for heavy duty work.

Liking what i saw on the iPad, I upgraded to Pages 5 (I haven’t even touched the other apps, other than to test how quickly they opened)…and I am disappointed I may have to work with Word for a while, assuming that Apple bothers to fix the disaster of Final Cut X proportions that it has foisted on its users. But hey! It’s free!

Doesn’t matter when it’s crap. Here’s a thread on the Apple Support Communities to give you an idea of how big a steaming pile Pages 5 is for the hardcore writer or publisher.

First the good (and there is a lot for the casual word processor user.): The big one — collaborations — now you can work on documents with others using iCloud. I don’t do this, and I don’t like sending my personal IP to someone else’s server if i can avoid it. You can track changes, and it works fine with Word docs that are imported. There’s also support for right to left script (Arabic, Hebrew, and the like…)

It still lets you export your work in various formats, you can still email a document right off, although there was a lot of bitching about this on the thread highlighted above — you “send a copy.” It’s no different from the last iteration, really. I did notice it zips some of the documents, depending on their size. It shouldn’t be necessary and might be a developer artifact that hasn’t been fixed.

It looks nice. I want to be able, however, to create a new button toolbar that suits my particular needs and which speed productivity. That was, perhaps, the single best element of WordPerfect; you could customize the toolbars so that you never needed to use the menu, and it wasn’t crowded or confusing. Apple and Microsoft could learn a thing on interface design from the old girl. The “Inspector” — essentially a condensed window of the most necessary control features is something a lot of people are lamenting is gone.

It’s not. they’ve just moved it to a sidebar on the right of your window and called it “setup” and “format”, much like in the iOS version. I like it. I can key it on and off fast, if I don’t want to leave it open.

Templates: there’s a bunch and they appeal to the casual user…and that’s a problem. It’s a pain in the ass now to create a template or import one. Setting up Styles has never been a great feature on Pages and it’s worse than before. but if you just need a canned newsletter, letter, resume, etc. — Pages 5 has probably got most student or non-publishing types covered. (And honestly, I think the market demographic they were shooting for was the student with the free pricing and the ease of use.)

However, that ease of use disappears the instant you want to do complex documents, or ones that can be quickly and easily reconfigured (like, for instance, a brochure where you want to move a single page of text and imagery around fast.) It used to be you could simply click and drag on a section and move it. That’s gone. so it selecting it to get rid of it or to copy it to another document…no, now you have to select in the document, cut and paste. It’s doable, but it’s more time consuming and a friggin’ hassle. No ability to duplicate or delete pages. (This is the most egregious of the idiot moments the Pages development team had here…did they not have one writer or publishing type in the team? If not, I suggest maybe having a user of your bloody product to review it might be in order.)

Worse, layout breaks, and the ability to do multiple layouts? Gone. Layout margin changes? Gone. Merge fields? Gone. Importing Numbers (their spreadsheet) into a document? Gone. Two page view seems to be gone. Find and replace special characters (like extra character returns so Amazon’s execrable .mobi doesn’t take a crap when you try to publish a manuscript)…gone. Bullet points in comments. Gone. Importing images not in bloody iPhoto? You can do it, but you have to open a finder window and drag and drop a photo into a document. Haven’t tries video dra g and drop, but I’m betting it will work. Unlike hyperlinks to external documents.

Oh, and it doesn’t work and play well with rtf… WTF?

In other words, if you do any kind of work that is more complex than the canned templates, you’re pretty much screwed. Your workflow will be slower and less efficient, and while you might be able to get there eventually, it won’t be without a lot of visits to the Apple community pages and a buttload of swearing. the kind of thing that leads people to say, “Word sucks and is a bitch to use, but it’s a bitch that you can actually use.”

Great job, Pages Development Team! How many of you idiots were on final Cut X? Just curious.

Style: 4 out of 5 — it looks nice and could be really useful for basic and casual users. The target audience seems to be students. Substance: 2 out of 5 — For the 11 or so new elements of functionality and a nicer interface, we lost hundreds of features that were kinda important if you do any kind of word processing for a living.

If you’re a writer or publish who uses Pages 4.3 right now DO NOT UPGRADE TO THIS CRAPWARE  until they’ve flayed the morons that released this, and added functionality back into it.