Categories
Roleplaying

A Shadow of My Desire

Like I wrote, this is the game I want to play this weekend:

All worlds are shadows of the one real world; all people, place and things are reflections, shadows cast by the light of your desire. Although everything exists, nothing is real. Only you and your brothers are real. You, and the things you desire. Your desire, your attention, makes a thing real, elevating it from base shadow, infusing it with substance.

And on its substance, you feed.

Here’s my current draft (PDF), which expands on that a bit.

Categories
Blather Roleplaying

Come play with me

I want to do something which involves people this weekend. Preferably, people I don’t meet regularly.
My plan is to run a game at my place (Tel Aviv, address here) on Thursday, Friday or Saturday evening. Consider this an open invitation, and let me know if, what and when you might be interested in. Three options present themselves, rated by my preference. I’m open to other suggestions:

  1. A while back I had a bathroom-inspiration idea for a roleplaying game that mixed Amber with Vampire, and had an “indie” twist to it. Since then I’ve been lusting to run it, for over a month now: whenever I thought of roleplaying (which was often), I wasn’t thinking of my Bigor games or my campaign or whatever, I was thinking of this. The only obvious problem with the idea is that it might be too “Ho!” to be Bo-compatible.
    This is background text I wrote to try and get the idea down:

    All worlds are shadows of the one real world; all people, place and things are reflections, shadows cast by the light of your desire. Although everything exists, nothing is real. Only you and your brothers are real. You, and the things you desire. Your desire, your attention, makes a thing real, elevating it from base shadow, infusing it with substance.

    And on its substance, you feed.

  2. If I can get 3 more people, we could play test Cranium Rats.
  3. I bought the Hebrew translated version of Munchkin, with the intent of playing it with my nephews. Since I’ve only played it once (with ), I could use some practice.
Categories
Blather Roleplaying Software and Programming

Four things

Dave Winer said something about the web being indistinguishable from Journalism. Certainly it’s been looking to me for the longest time as a sort of infinite magazine rack, and I see that just like those endless inner pages of the lifestyle section of the daily papers, the Internet – and the blogging bit in particular – shows a great fondness for lists.

Like, here’s a list of top ten bits of programming advice to NOT follow, and here’s a big list of over 300 freeware utilities, organized by the problems they solve.
A list that would be right at home in the lifestyle section is Five things likely to make you happier in the short term, which I found to be very true and even cheering. Get Out of Your GMing Comfort Zone, which I ran across on the same day, really felt like a continuation of that – better living advices for GMs. Or maybe this is just spending too much time with Israel, for whom every advice on improving your lifestyle is really about improving your GMing.

Of course, while taking a walk (like I did on Saturday or writing a review (like I did on Monday) is indeed a great way to feel better in the short term, it wears off.

Categories
long Roleplaying

Cranium Rats review

This is a review/critique of Guy Shalev’s game Cranium Rats. My comments relate to the draft labeled 1.1 (beta version), which he was kind enough to give me a printed copy of at Bigor 6.

Cranium Rats is a game for 3 players and a GM. Each player plays a different aspect of a single character’s personality; how the character reacts to a given situation posed by the GM is determined by the dominant aspect, and the players can compete for the position of dominant aspect. The game mechanics deal then with two types of conflict and resolution: external problems the character tries to overcome and internal struggles between different aspects of the character’s personality.

For the sake of symmetry, the idea is to have 3 characters in the game, and for each character, each player plays a different aspect. A good recommendation the game offers (page 6) is for these characters not to share scenes, which could really bog the game down. Instead, it is recommended that the individual characters’ storylines take place in parallel, and affect each other indirectly.

The 3 aspects the players portray are called Rat, Dirt and Water. Rat is probably the easiest to intuitively understand, and therefore roleplay: it represents animal urges, raw survival instinct, and a direct, visceral approach. Dirt represents stability, stasis, and a cerebral approach. Water represents dissolution, change, but has a very passive, path-of-least-resistance side to it. On first read it seemed that Rat is the fire under a character’s behind, with the other aspects dragging him down; on second read, it looks more like Rat as instinct vs. Dirt as reason, with Water a third wheel or hindrance.

Each character is created by the player of that character’s Dirt Aspect, who gives the character a name, brief description, possible specialties (what in other games would be skills or advantages) and divides 8 dots between the character’s 3 traits – Physical, Social and Mental. The Rat and Dirt players each pick a goal for the character that is suitable to their Aspect. Each Aspect starts at a rating of 5, and has a dice reservoir equal to the Aspect’s rating which can be used both to boost the character’s chances of success in external conflicts (if you are the active Aspect) and in inter-Aspect struggles. Each Player (not Aspect) is also given 3 Tokens (and the GM is given 5) per session, which can be used to aid or bribe other players or the GM. I understand this to be a player-to-player reward mechanism, like Fan Mail in Primetime Adventures.

The game has some fairly involved rules for both resolving external conflicts and the struggles between the 3 Aspects. One thing that confused me was inconsistent terminology, in particular that used to describe struggles between Aspects. The rules for this appear under a heading called “bidding”, but the struggle is also referred to in various places as a “flood scene”, which I think is the preferred term. A flood scene is one in which the three Aspects battle for control of the character, and also try to strengthen themselves either at the expense of the other Aspects – by “attacking” an Aspect and (if they win) stealing a “dot” from its rating, or by competing for unassigned dots: an Aspect’s rating can be reduced without another Aspect increasing (in cases of ties or when no one rolls any successes on their dice), and this dot can be up for grabs in later conflicts; in addition, character creation is immediately followed by the award of an unassigned 16th dot, which precipitates an initial flood scene as the Aspects compete for that dot.

While most of the rules seem quite solid, and the rules text manages to convey the interesting combination of highly collaborative storytelling with highly competitive “board” game that I think Cranium Rats is striving for, I felt that some of the rules were either murky and confusing, or evoked a “what’s the point?” reaction. In particular, some rules which Guy acknowledges were inspired by other games seem to me to be akin to “Web 2.0 features” on a modern website. Just as not every webpage needs pastel gradients, rounded corners and AJAX, so too this game doesn’t need an option to “rack up the stakes” (by spending a token) to zoom in from Conflict Resolution (Win/Lose) to Task Resolution (Hit/Miss). While that might be a nice feature in a heroic action game, I think in this game it would just bog things down – with the multiple options for internal and external conflict, prolonging external conflicts seems to me to be too much of a hassle. In the indie RPG spirit, you’ll also find a discussion of scene framing (which reminded me of Primetime Adventures) and a distinction drawn in both types of conflict between which player wins the conflict and which player narrates the results. I think the latter can be jettisoned without taking away anything from the game (and giving the players one less bit to remember).

Other fiddly bits I’d question are Aspect ratios – the relative strengths of the 3 Aspects cause bonuses and penalties in both external conflict and flood scenes (I think); who can use what tokens (you can use other players’ tokens but not your own); what tokens are good for (there’s a rule where you can give a player or the GM a token in return for narration rights, but they aren’t obliged to accept it); a tricky rule for “stealing” dice which costs you a token and a die (so how is that stealing?), and the rule about success in external actions, which states that “an Aspect rolls an an amount of dice equal to his Dots, each die that comes up equal to or lower than the relevant Trait is a success. If the number of successes is a multiplier of the Aspect (not including Aspect=1) then multiply the number of successes by that multiplier.” Since the number of successes will be less than or equal to the Aspect, one wonders how it could be a multiplier; although I realized that this might be possible by adding dice from advantages (GM call), specialties (the character’s skills), contributed tokens and the Aspect’s dice reservoir, I still found this confusing.

Besides issues with unclear text in the rules, the big weakness of this game is the players’ goal. The introduction (which cites films such as Lock, Stock and Two Smoking Barrels as inspiration) and the example of play (on page 4) give the impression that the focus of this game is characters in crisis, and the gradual breakdown of their personalities. But the next sections, Background and In Between, seem to take the game elsewhere. Background consists of 4 short fable-like vignettes, while In Between describes the 3 Aspects, or rather tries to make you “grasp” them intuitively. Together, they provide an ethereal weave of pseudo-mystical, quasi-mythic ideas, which I am willing to accept as “background”, but which I find sorely lacking as “setting”, which apparently is what they are intended to be. The whole thing is too subtle for me, and this lead me to be confused by the next section, Rules, which open with a mystifying glossary – an unhelpful slew of terms which really need to be defined in context and in a logical order, not as disconnected items. In particular, I was confused and annoyed by the term “Enlightened”, which is the game’s term for GM, but also a bit of superfluous setting-related terminology. Apparently, the characters in play are divided into those seeking Enlightenment (and being manipulated by the Rat/Dirt/Water Aspects) and the “Unseeking” (NPCs).

I really think the game lacks a good discussion of the idea of a quest for Enlightenment, because it turns out to be a central idea of the game: while each player will be striving to increase their own Aspect, this will end up dooming the character – when any of the Aspects reaches 10 or 0, the character is destroyed (perhaps only metaphorically). On the other hand, if the character’s Aspects remain equal after 5 different flood scenes, the character becomes “Enlightened” and “wins” the game. In fact, each time a struggle between the Aspects ends with the three in balance, the character advances – gaining one dot in a trait, assigned by the player of the Water Aspect (thus fulfilling this Aspect’s role as the “force of change”, and perhaps compensating a bit for this role being the most passive as far as goals and narration are concerned).

The concept is promoted further by the idea of “Magician” characters, who manage to maintain the balance between their three Aspects and reap the benefit for this in the form of Kewl magic powers. This is mentioned as only an option, and I did find it somewhat at odds with the initial naturalistic image (from the example of play) of a romantic nebbish caught in an armed robbery.

The clash here between player (Aspect) goals and the good of the character is the key dynamic of the game, I think. Do the players pull together to save the character, or focus on winning and watch the character tear apart? Both options will probably result in some good stories.

Overall, I found this an interesting game, with an intriguing idea and comprehensible mechanics, which could benefit from a tighter focus on “what this game is about?” and a good rewrite of the rules. The “setting” material, while colorful, should perhaps be reworked or countered with a stronger emphasis on “people in crisis” rather than the quest for enlightenment (or, enlightenment should be framed more strongly in terms of personal crisis and sudden moments of clarity).

Categories
long Roleplaying

Cast a giant shadow

The dilligent John Kim has a site called An Encyclopedia of Role-Playing Games, which tries to list every roleplaying game ever. A nice feature is that he’s got them organized by years. I once gave a talk on the history of roleplaying games, and noticed that both Champions and Call of Cthulhu came out in 1981, and both Amber Diceless and Vampire: The Masquerade came out in 1991. I think it’s really not a stretch to claim that eacvh of these pairs of games had a gigantic influence on roleplaying in the decade that followed it. I could (and probably should) elaborate.

Champions had one of the most influential mechanical engines in RPG history (aka The HERO System), in particular as far as character creation went: the idea of point-allocation design instead of random rolls; the concept of disadvantages as allowing and encouraging the players to involve their characters in the background story of the world, with relationships, allies, enemies, etc; the idea of effects-based design, and a broad base for player creativity in defining special abilities and powers.

Call of Cthulhu gave us cosmic horror and the sanity mechanic, investigative scenarios, detailed historical backgrounds, tension and, well, tentacles.
Amber and Vampire both bear the influence of these two earlier games, I think, although these have already been very strongly integrated into the DNA of the hobby that you might miss them. But they also cast a huge web of influence.

Amber gave us absurdly powerful characters, diceless roleplaying – i.e, shifting to the GM (and group consensus) as the principal resolution mechanic, a focus on obsessive character development (not that this is really new), and player homework to make your character more powerful.

Vampire really encouraged social interaction as the main point of adventures, extending the investigative scenario of CoC to the social scene. It also gave us the Splat model. And managed to somehow make gaming almost sexy. Which is a far more valuable contribution than tentacles and point-based character generation. But I digress.
A few words about how I gauge influence: each of these games had a strong fan following, each of them presented in well-developed form some very strong ideas, which influenced both other game designers and the roleplaying community. Each of them provoked, in its way, a critical dialogue, which engaged and inspired further creations. Just like countless “fantasy heartbreakers” are responses to D&D, so many games are responses to these four; whether it is because of the genre the game claimed – you can’t do superheroes without addressing Champions somehow, or horror without addressing Call of Cthulhu, and we wouldn’t be running conventions that are 90% freeform diceless if not for Amber.

So. To get to a point. I looked at the games from 2001. And unlike the other two examples, I can’t see any two games that are dominating this decade. Maybe the hobby has just morphed into something too fuzzy for me to make that observation, or maybe I’ve drifted too far from the excited core of gamers that are grokking this stuff. I see Dying Earth and Rune, two very innovative game designs from Robin Laws, but I think neither of them managed to spark real passion or form a community. I see, how ironic, Ron Edwards’ Sorcerer, which is a good example of a game that is reacting in it’s own way to both Vampire (dark urban fantasy, the Humanity mechanic – and the whole idea that’s tied into it of internal horror as the character grows more and more unhuman), and Amber (system does matter!). But the community formed by Edwards isn’t focused on this game, and the actual printed book isn’t really the best source text for any of his interesting ideas.
Maybe the big game is actually Exalted, which repackages fantasy roleplaying for a generation that grew up on anime rather than Tolkien, and which did provoke a big community reaction and extended interest. I admit that I haven’t read it, but I think it’s more a snapshot of the current state of the art than a real innovative game.
Maybe the whole idea of the games of the decade is silly, that 1981 and 1991 are just flukes. I can’t say I have enough data. The earliest game Kim lists is 1st edition Chainmail, the prototype of Dungeons and Dragons (1973). It came out in 1971.

PS: review of Cranium Rats coming up. Soon.