It’s been a while since I posted one of these, so here’s the latest from our BSG game:

The last  half dozen sessions have revolved around our version of the Water episode (see here for recap) and the fallout of the same. After clearing Aaron Doral of involvement in the murder of the master-at-arms, and dropping the suspect as he was attempting to vent the ship’s atmosphere at auxiliary damage control, the characters continue to investigate the sabotage of the water tanks, focusing on the mysterious pilot that was seen on the surveillance camera. They work out it was female, despite the helmet being on, and from the squadron patch that it’s one of the raptor pilots.

The investigation seems to clear all of the women the right size, but in their questioning of the alibis work out that Boomer’s timeline is questionable. In the course of discussing the situation, the new master-at-arms (one of the PCs) lets slip that they have a test for Cylon agents. They decide, just for safety sake, to test Boomer. When they go to arrest her, her programming trips and she nearly kills the MAA with a metal chair, but gets dropped by one of the other PCs. Injured, but not dead, they take her under guard to the infirmary for her shattered leg.

The doctor does surgery on Boomer’s leg, and while under anesthetic transmits their location to the Cylons. The battle that ensures when two basestars jump right into the middle of the fleet took two sessions to complete. They launch their fighters and the good guys are outnumbered 20 -1. Half of the fighters hold back as a screen for the basestars, but several hundred hammer the civilian and military ships. It was a very desperate fight, and our first real engagement of the campaign.

This gave us a chance to try out a really stripped down set of house rules for fleet combat. In it, the fighter squadrons get three actions to the capital ship’s one. To handle the fighter combat, the CAG (a PC) rolled his initiative versus the Cylon squadrons. To resolve combat between large numbers of fighter, I handled each squadron or group of fighters as a single unit. The CAG rolled his piloting skill and gunnery for the vipers, with the number of successes over the Cylon defensive roll being the number of fighters that were splashed; it was vice-versa for the Colonials. It ran fast and clean, and allowed for a big fight to be resolved in a night.

Galactica and the other military vessels did very well in the initial stages of the fight, mostly because the Cylons were concentrating on the civilians and damaged military craft first. As the toasters took serious damage in the first few capital-level exchanges, they changed their focus to the battlestars and hammered them. The fight took about five minutes game time, and once the fleet was jumped away, the characters ran for it. But not before they had taken serious damage — all three of the combat vessels were at half damage or worse. The fighters, on the other hand, did remarkably well, killing 20 Cylons to each viper lost. Another problem — two heavy raiders got through the point defense screen and landed in both of the landing pods (one crashing through the windows of the museum.)

The next session was a hard fought battle against a Cylon boarding party, while a PCin an unarmed shuttle attempted to bottle up the only functional heavy raider from escaping to report their position. For the Cylon fire team, I had two of the toasters carrying heavy machineguns, instead of just using their arm guns; another two used grenade launchers. They did not show fear or hold back when under fire (why would they?) which led to a nasty, but short fight in which the master-at-arms character is nearly killed and half his team is injured or killed as the Cylons punched through their defense and made for the CIC. Eventually, they were able to stop the machines, but not before there were a lot of bodies on the deck.

The first few times we encountered the centurions, they seemed a bit underpowered to me, but having made certain to apply their armor properly, they were damned tough opponents.

Something for the Hollow Earth Expedition crowd:

Traditionally, gamemasters try to sell their groups on what to play. Maybe you picked up the latest copy of The Morrow Project, or have been dying to bust into that copy of Nobilis you’ve had for almost a decade without playing, but often I see posts (and have written one, myself) on selling your group on the latest game obsession of the GM. It’s not surprising: GMs have the bulk of the work to do in creating a game world, setting scenarios in motion and telling the main structure of the story. New, more collaborative games work differently from this set-up, but this post is to suggest that the decision of what to play should be more of a group effort.

As a player, part of your responsibility to let people know what you want to play. If you join a group that plays only fantasy, but you really wanted to play science fiction or maybe some kind of horror-suspense game…well, if you didn’t let them know this, you might find yourself feeling less than interested in playing with the group. This is okay. If you’re not having fun, find another group…

…or you could suggest another game. I wound up running a Supernatural game for a bit because I had folks that were into the supernatural horror/conspiracy genre. I’m really not. But the players wanted to do it, so I boned up on the supernatural, and put my all into running a good campaign. We all had fun.

Players can really help their GM, and each other, by figuring out what people want to play. Maybe you’re lucky and you all want to play Dungeons & Dragons. Well, what kind of campaign do you want? Dungeon crawls? The usual Tolkein-rip off “great quest:”? Something a bit more barbarian and violent?  Court intrigue and story-driven drama? Serious or comedic? Immersive role playing, or something a bit more beer & pretzels? The trick to this is finding out what everyone wants and compromising to give everybody as close to their desired play experience as possible.

Recently, I reconstituted my Hollow Earth Expedition game to bring in new players. One of the players was keeping his archeologist/adventurer. His action sidekick was being replaced by a new gonzo stuntman/gunman/wheelman who had very little restraint — to the point he was instantly bringing them up on the local police and military’s radar. The other player chose the phenomenal big game hunter, but that meant he was often outside the main action. He was supporting them, but there was no opportunity for real interaction in action scene. Outside them, he was bland as a character.

One of the reasons the hunter didn’t snag the player, and that the game ultimately stumbled through 2/3rds of an adventure was the characters didn’t mesh. The archeologist was professional, careful, and politic; the stuntman destroyed any chance of his character pursuing his goals stealthily; the hunter had no real reason to be there than curiosity. The players didn’t mesh, which meant the plot couldn’t work because the characters didn’t have a connection or shared goal

Once you have an idea of what game and style you want to play, now what character do you want to play? Here are a few tips:

You all have to work together, at some level. Even if you are at cross-purposes, you don’t have to start off that way. Recently, I was watching Hannibal, where the eponymous character works with the FBI investigator Will Graham to catch killers, while trying to manipulate the latter into madness. Why? Because he’s realized the guy is capable of discovering who Hannibal is, but also because he likes the guy, and he wants his “friend” to be just like him (i.e. a murderer.) Think of Londo Mollari and G’Kar from Babylon 5 — they hate each other, but ultimately, they keep having to work together.

Setting yourself up as the one guy that is the outsider sounds “cool” — mostly because it places you in the position that gains the most attention. “I’m a super-super-smart engineer, but I’m really an individualist that doesn’t like Starfleet…working for Starfleet.” Sounds great, except a) Starfleet is a paramilitary force with rules of conduct, b) it’s full of a lot of super-super-smart folks. You’re not rare. c) This character is designed to create big drama and conflict, not to help the group succeed in their efforts.

You don’t have to be the biggest, baddest person in the game. In fact, it’s the weaknesses of a character that make them interesting, not how hard they hit. Some players like the mathematics (in a point buy character generation system) of maximizing their character in a speciality — what older gamers call min/maxing. It can be annoying to players and GMs when their characters are fairly balanced and you have the galaxy’s best [insert skill/ability]. It’s okay to do this, but honestly, check with the GM first. If you are too whoppin’ powerful at an important skill or ability, you can force the GM to give the group higher/stronger opposition than their characters are prepared for. No if Nobrains the Barbarian can pretty much take on a platton of guys on his own, but the rest of the players would have a rough time with one guy…well, read The Iliad and see how Achilles’ Myrmydons do while he’s slaughtering everything in a straight line.

Lastly, If you are a man playing a female character just a suggestion: about 5-10% of the female population are lesbians. So if you play ten women…only one should like chicks. I’ve played female characters, and a few have been lesbians. But not all. Not even most. “But I’m playing an Amazon warrior!” Read the myth — Amazons took men as breeding stock, they just didn’t marry them or take long walks on the beach.

Ultimately, you should get an idea of what everyone wants to play and all tweak your characters a bit to make them work well together. Sometimes this is easier than it sounds. The above example of the pulp game is an example. We’ve been tweaking the characters to rescue the game. The stuntman remains, but he’s been toned down a bit, at least in personality. The archeologist and hunter are gone, replaced by a manservant working for the other character, a gentleman spy/adventurer. The characters hopefully well mesh better because at least two of them have a connection that requires or makes adventuring together make sense.

You can do something as simple as put together your group based on what you need: a fighter, magician, cleric, thief — the case of a fantasy setting. Everyone has their schtick to do. The GM now knows the kind of encounters and obstacles to throw at them so everyone has their moment in the spotlight. Let’s talk the Supernatural campaign from above: we had the priest/exorcist to handle the bad guys spiritually, the FBI guy that provided some legal coverage and had physical combat experience (as well as a connection to the “bad guy”), and the super-geeky computer expert/conspiracy theory nut that found them their targets, but was otherwise useless. Everyone has their thing, everything is designed to push a story. Skill and purpose overlap will occur from time to time, and this is okay, as well — if you have two fighter pilots in your Star Wars game, or two “faces” (infiltration specialists) in your spy game, that doesn’t mean you won’t have challenges that play to your other strengths and skills.

Even if you have cross-purposes, there should be enough things driving them to work together. Players want their characters to be unique, but you can do that and still have similar goals.

Another great Kickstarter on the loose! We just saw Exile Games kick ass for Revelations of Mars, now Angus Abramson’s Chronical City is bringing the English version of Space: 1889 using Ubiquity (Exile’s rules set for Hollow Earth Expedition ) to life.

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The game has already been released in Germany and is doing well.

UPDATE: It’s been a day and looks like they’ll likely be funded by tonight. Excellent!

It isn’t too surprising that most gaming blogs deal with the subject of gamemastering. The role of GM is central to most RPGs — they’re the one that handles much of the world building, they present the scenarios and challenges for the players, adjudicate the rules. A lot of players don’t want the added “work” load of GMing; others thrive on it. So there’s a market for GM advice. But what about players? What kind of advice can an RPG player benefit from?

Let’s start with the basics — You are not the only player (unless you are.)

1) If you are playing in a group of people, all of the players are expecting to get some share of the “screen time.” This means you should avoid trying to hog the spotlight when another player is taking their turn during an action sequence, or is currently the focus of whatever the scene requires. This is especially important if your party is split, and those your character is not with are currently having their storyline addressed.

2)  Don’t be rude. Taking shots at other players for their sexuality, gender, color, whatever is not cricket. If you can’t behave like an adult, you should find something else to do with your time.

3) To that end, characters can (and probably should) have some level of conflict; players should not. Role playing games are more collaborative than competitive. Often the GM and group is relying on the characters working together toward a goal. So if you are the only one holding up the action (“My player wouldn’t want to [enter activity that the story requires here]!”) maybe you should consider the role you’ve taken and do up a new character. No one wants to spend a session trying to convince everyone to get on board, they want to get on with the story and action.

4) Do offer to help cover the cost of food/drinks, or gas if you are getting a ride with someone. Anything else is douchey.

5) Be on time. Yes, it’s a game. But, especially for students and working adults, the other players have had to block out time for play. If you have three hours a session, no one wants to be waiting for an hour to get started because you were late. If you can’t make it on time — or at all — give the group plenty of notice. It’s just basic consideration.

6) Dress appropriately. No, that doesn’t mean business casual or a tie. That means don’t show up in fetish gear unless everyone is on board with it. (Yes, this has happened in one of my games…) Don’t wear slogans to do the passive aggressive tweak of whatever group another player is part of — that just makes you a dick. Wash. With soap. (Yes, this has been an issue.)

In other words, exercise basic civilized behavior.

Next — Choosing what to play.

I stumbled onto the series Hannibal — based on the characters of Red Dragon by Thomas Harris — on the NBC app on my iPad a few weeks ago, and as of last night, finished the first season. Right to the point: I was surprised, especially as I had thought the idea of another series killer catching killers -type show was unnecessary, at how good it was.

The great: Mad Mikkelsen is superb in the role. He’s far better than Anthomy Hopkins was; there’s none of the sloberng, creepy pervert quality that dominated his Lector in Silence of the Lambs. He’s better than Brian Cox, who was very good in the role in the original Manhunter. This Lector is precisely what I see when I read the book years ago: erudite, pleasant, an aesthete who protects himself from the world around him through a wall of beauty. Even his killings are directed at creating beauteous meals. He comes off as sympathetic, caring, and if very restrained. Until you see him in action. Mikkelsen plays him extremely low key, almost mask-like. Almost everything is done through the use of microexpressions.

The look and sound of the show is much more tight and atmospheric than is usual for broadcast television (this is airing on NBC!?!) Ambient noises are used in lieu of music in many scenes to create tension. They’ve also cut the number of episodes from the ludicrous 22/season of usual broadcast TV to the more reasonable 13 of an extended series on British television, or American cable shows like those on F/X. There’s almost no chaff in the wheat.

The good: The rest of the cast is solid, with Hugh Dancy doing a very nice rendition of Will Graham. His version is much more unstable and twitchy than the previous portrayals. Rather than just having the ability to empathize with the people he’s hunting, his imagination and empathy are so overpowering, that they make the character increasingly unstable. That and a healthy dose of encephalitis he has contracted sometime in the show. An honorable mentions to Raul Esparza as Dr. Chilton. He manages to capture all of the sleazy ick-factor Anthony Heald brought to the man in the movies, but he does much better at giving us the defensive, not so smart as he thinks quality. It’s a great performance. Another for Scott Thompson from Kids in the Hall fame. I haven’t seen him in much since his early comedic work, but he’s good as the acerbic pathologist.

And then there’s Freddie Lounds. The annoying reporter who I think was perfectly played by Phillip Seymour Hoffman, is replaced with redheaded and very fetching Canadian actress Lara Jean Chorostecki. To be fair — she’s great in the role, and the character is supremely manipulative, smart, and a great foil. But I hate that this character hasn’t been brutally murdered…which is a testament to Chorostecki’s acting that I want her character dead so much.

The bad: The weak link is Lawrence Fishburn’s Jack Crawford, who is presented with much less humanity than he has had in previous iterations. This has been a trend I’ve noticed in the actor’s work toward…well, gigantic douchebags that present their authority by being manipulative, aggressive, and unsympathetic. As the character that is the stand-in for moral authority, he’s badly outgunned by Mikkelsen’s amoral intellectual for your affections. (But his real life wife, Gina Torres (Zoe from Firefly), makes a great couple of cameos as his wife, dying of cancer. It’s the only time the character is sympathetic at all.)

The (possibly) bad: For some, the level of graphic violence might be a touch much…especially on network TV. Often you see the gory aftermath, occasionally relived through Graham’s reconstructions of the crime scenes. It’s necessary to the plots and to the nature of the material, but I found some of the scenes very intense, and I’m usually pretty tough on seeing stuff like this.

The rest: The show wanders off of the history established in Red Dragon (the only book Will Graham specifically shows up in.) The basics are there on his character, but some of the things he does in the book are transposed onto other characters. Another agent realizes Hannibal is the Chesapeake Ripper when she sees the drawing that tips Graham off in the book (and is killed.) The Minnesota Shrike is happening concurrently with the Ripper murders. Hannibal becomes an unofficial psychiatrist to Graham because Crawford wants to keep the increasingly unstable agent in the field. I won’t spoil the season end, but it takes us way off the path of the book and gives the show its own mythos and the freedom to pursue it.

Style: 5 out of 5. Substance: 5 out of 5. It’s a definite “buy” if you like the character of Lector, or this sort of suspense/horror/drama.

Here’s Aaron Saenz at the Bay Area Art & Science Interdisciplinary Collaborative Sessions (BAASICS) on the possibility of the robotic apocalypse.