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August 30, 2002

Haven't I seen you somewhere before?

Turn of a Friendly Die: WISH 11: Character Recognition

Have you ever seen or met someone -- in person, on TV, in a movie, or whatever -- who made you think "Oh my goodness, that's my character!" Who was it (if you know), and what were the similarities?

I had to think about this for a long time, because while I might adopt a mannerism here or there, I've never come up with a character and THEN have someone remind me of them.

The closest I can come is the character of Calamus in Strange Weapons. About a third of the way into the book, I recognized that John Glover, as the Devil in the lamentably short-lived show Brimstone, made a great Calamus. After that, I kept hearing Glover do all Calamus' dialogue in my head. In some ways, that even helped.

Session 15 -- Clanky Robot Love

Star Wars: The Prince of Alderaan The RimWorld Bacta War Part VIII: "Let's Split Up"

Apologies for the lateness of this update, but I'd already typed this out at one point and then lost everything.

The group began the session debating how to get Simon and the two Jedi down to the planet of Iktoch to deliver a supply of bacta to their critically injured liege without getting shot out of the air by Iktochi space patrols.

The trick was to look harmless. The problem with this (which Simon was more than willing to point out) was that in order to look harmless, the trio + Nayda had to essentially be harmless.

Eventually, the group decided to jump the Knight Errant into the very edge of the system and jettison an escape pod with the 'planet mission' group on board. This seemed to work: they were picked up by a planetary orbital patrol and brought down to the spaceport, where they were immediately identified and confined until authorities could arrive. At that point, Simon talked his way into getting the Bacta to Senator Antilles.

The second complication was more challenging. There was clear (and convincing) footage of the group attacking the RimWorld diplomats during their last stay on the planet (one of the reasons they were being hunted), and equally convincing film footage of a fight they were involved in in the warehouse district at the same time. Simon got the Iktoch diplomatic liason to allow them to clear themselves if possible, and the four left for the area where they'd supposedly attacked the RimWorlders.

Meanwhile, those remaining on the ship tried to figure out how to find the RimWorlders to present them with an alternative to raiding the Trade Federation and immobilizing Hyperspace travel all along the major trade routes. Finally, they hit on a plan to go where the RimWorlders were going: that is, to anticipate the arrival of a Trade Fed ship coming into a nearby system and lie in wait, then follow the raiders back to a base if possible. (Thus far, the Knight Errant has proven immune to the virus that has immobilized any Hyperspace pursuit -- no one knows why.)

This basically works. In a nearby system, the Errant lie dormant until the TF ship arrives, watches while the (numerous) RimWorld ships attack, collect the cargo, and jump away. Figuring trajectory, they deduce that the Consortium ships were headed either for an independant space station/trading hub, a farming planet, or a mining colony about 4 days away. They go for the trading station.

Having arrived at the station, they locate the RimWorlders (some of them, anyway, including the first mate), and make them interested in what they're selling (which is: Bacta worms, with instructions on who to talk to to learn how to take care of them). The whole group heads back to the RimWorld's docking bay for a nice public chat.

Hell breaks loose:

On Iktoch, our group of investigators are attacked by... themselves. One of the attackers shouts "no witnesses" and the whole group of imposters (?) charge in.

On the Space station, blaster fire and explosions suddenly echo from the vacinity of the RimWorld ship. The group runs for their own ship (and their heavier weapons), while Keema sends her droid to scout ahead. The holoprojected recording shows two Trade Federation Droiddekas clomping out of the RimWorld ship's cargo hold -- the TF apparently hid these little surprises in their cargo to punish would-be pirates.

Wee-haa...

August 27, 2002

WISH 10: Fun Creations

From Turn of a Friendly Die:

What's the most fun you ever had creating something in a game that changed the game-world?

There was a point early on in TiHE where one player decided that, mathematically, there had to be ten "factors" in the universe (including the three dimensions + time). I don't recall the specifics, but he'd written something up for a future earth that utilized amazingly engineered sources of power that no one completely understood... all they knew was that they Math for the power source only worked with Ten factors involved.

It was convincing enough as an argument that I reexamined the sources of power (at that point, including the aforementioned 4 dimensions, I only had a total of eight). With that impetous, I realized there could and should be a ninth and tenth, which then changed significant portions of the later story.

Ander and his player had a huge influence on the game -- sadly, that's not really reflected in the game logs.

I guess I was happy with the Twilight power I came up with for TiHE.

I tend to come up with plots that change the setting, not items. I think my all-time favorite in that department was when I realized in about session eight of TiHE that Benedict-with-one-arm was a fake; Osric posing as his captured-and-currently-blinded brother. That was fun.

I'm really smart about being Stupid

This weekend, I play-tested Rey's Pulp Adventures module that we're debuting at Tacticon next month. Good stuff.

I was playing Tony Vincetti, "Professional Driver" (read: New York cabbie). Tony's quick on his feet, and quite personable when you get to know him, but in the words of one of the other players at the table "not the sharpest knife in the drawer." Here's a sample:

Interpol agent: "The Doctor has escaped a prison for the criminally insane in Rouen."
Tony: "Well Jeez, put him in a place that ain't fallin' down, for starters."

On encountering french food:
Tony: "What's this?"
French PC: "Quiche."
Tony: "Excuse me?"
French PC: "Quiche."
Tony: "Hey, that reminds me of somethin' I heard about you French girls, c'mere a second..."

Later:
French PC: "No no, eet is Quiche."
Tony: "Oh, that's what you call eatin'. You french guys gotta different word for everything."

Talking to French guard
Tony: "You like doing guard work? My cousin does that and he likes it."
Guard: "Eet is veree good."
Tony: "You guys get holidays off, like the Fourth of July?"
Guard: "No, we do not celebrate the Fourth of July."
Tony: "... what?"
Guard: "We do not celebrate the Fourth of July. [Short pause, then he adds, trying to be helpful.] We celebrate the Fourteenth of July instead."
Tony: "[thinking] Oh, sure, cuz of the international date line. That makes sense."

August 21, 2002

Praise

Now that I'm done ranting about Diceless stuff, I'll say this: Mike's rules for New Mutiny are smart, elegant, clean, and probably the best SFSP Amber rules I've ever seen.

If I ever run an Amber game again, it'll be with those rules or some version thereof. (Hell, it's almost enough to make me want to run again, which is a hell of a feat, let me tell you.)

August 19, 2002

Coming to a Conclusion

I've been giving a lot of thought to what I want in a game system; what works for me and what doesn't.

I want to know objectively (not subjectively) what the character is capable of in most any situation likely to occur within the genre. I want a game system that defines those values ahead of time.

I want the GM's subjective opinion to determine what an NPC is going to do, but I want a hard-and-fast rule to determine what the result is. Either relying on the GM's personal opinion to determine an action's result or using a game rule to determine an NPC's action is a failure in game design.

Those criteria in place, I just don't see myself playing Amber Diceless campaigns anymore. Every time I try to work on something long-term for that system, I feel like I'm wasting time on a dead end.

I acknowledge that no game is perfect, but some are less-flawed. I can choose to ignore any rules that try to take subjective storyline control out of the hands of the player and GM's hands. I can't simply choose to ignore that there is no viable objective task resolution in ADRPG. After eight years of doing Amber diceless, I've come to the conclusion that I don't believe subjective task resolution works, and by "works" I mean "satisfies and entertains the participants, long-term".

For me, it better to start with structure and remove what I don't need than build structure on a surface that won't support it.

Obviously, I should not...

1.) Play while tired.
2.) Design warfare-characters for a game system whose combat system I despise (a word I chose very carefully).
3.) Promise to start a campaign when I honestly have no interest in doing so.
4.) Continue to run games I no longer care about.
5.) Get involved in any more games until I've finished up at least one that I'm involved in.

Honey, can you pass me the dice bag?

Turn of a Friendly Die: WISH 9: Significant Others

Have you ever gotten a significant other into gaming? Those of you in "mixed marriages", where one spouse is a gamer and the other isn't, how did you work this out?

I got Jackie into gaming about a year after we started dating, then into Amber, etc. Thus far, I have never been wrong about whether or not she would like a particular game or not. She's a great player (although her Amber characters tend to follow a certain mold), and the games where she plays a character further outside herself are frequently her best characters.

Just last week in an RPGA game, she and I were both playing and she got a better score from the group that the end than I did. She was surprised, as that's never happened before. (Oddly, she tends to design her great characters for games in which she doesn't play with our friends regularly; they tend to see her 'regular' character personality a lot.)

I've never 'met' anyone via gaming, but two of my close friends who are now married met in my first Amber game.

My first long relationship involved a non-gamer, but she often attended the games, sat quietly and (if I remember correctly) paid attention to what I was saying better than some of my players. "Weren't you guys listening? He just said the door is covered in slime. Jeez."

I think she played a couple times, but it just wasn't her cuppa.

To my personal credit, I've never been accused of bending the rules for my Significant Other.

August 13, 2002

Session 14

Star Wars: The Prince of Alderaan
The RimWorld Bacta War
Part VII: "Sometimes the Worm Eats You"

Dave Hill
12 July 02

After defeating the Labor Droids on Iktotchi, we took off from the planet and escaped the system patrols, aided by an astrogation virus that was blocking pursuing ships from getting into hyperspace. We still haven't figured out why our ship isn't affected.

Three days later, we arrived at system M13.

From the droid we'd recovered, we learned of the assassination of the entire Black Sun leadership, and how a Black Sun faction (apparently housed at a monastery on M13) could, if sucked into the Black Sun civil war, "disrupt pharmaceutical supply chains."

Sharess had to be intensively treated for injury, using up most of our remaining medpacks; when done, only Corva had any left (two). He always seems to have some extra supplies.

We landed some distance away, under cover, and made our way overland to the monastery, which was some sort of ferro-crete landing platform/multi-level complex suspended over a lake on long sweeping legs. On the way, we were attacked by a long but very narrow snake/worm that seemed almost metallic and dove through the earth as though it was water. It injured Simon pretty badly (as it went through him with the same ease). Gan (the jedi padawan traveling with the Senator that we'd somehow picked up at Iktochi) slice-and-diced it. It was only after the battle that we realized that, as a metal-based creature, it would likely have been susceptible to ion guns.

With binocs, we surveyed the monastery. It all looked peaceful until we noticed the blaster-riddled monk hanging out one window. We sprinted the rest of the way to the stairs leading up to the landing platform, hoping to avoid more worms. It was desserted, save for the blasted ruins of a ship lying mostly under a movable cover. We headed down the stairs, which were formed out of cement to resembled carved stone, with old metal doors. It really felt like a primitive monastery in some places.

We exited at the first level to find the site of what looked like a major battle, all civilians (though armed), lots of bodies. We were able to recover a number of ion pistols and rifles, and proceeded onward.

On computer terminals we found a map, which listed an infirmary on the third main level and in sub-level 3. Level 1, where we were, was communal areas. Level 2 would be the monks cells. Level 3 would be the offices, as well as the infirmary.

The computer revealed records of some sort of enterprise the monks were into, and made reference to units of production and had inventory counts, but seemed vague about what it was all about. Simon was convinced the evasions were intentional.

We found much the same -- both vague journals ("our distributors have arrived") and carnage on level three. There seemed to be multiple parties that had fought there, and lots of bodies and weapons left behind -- none of which boded well. The journals warned of potential dangers of the conflict -- noting that the "unrest" was "very disruptive to our herd" that "the fighting is getting worse" and "the last shift never reported back."

The infirmery at that level was ransacked. Lots of bodies, evidently taken out by a thermal detonator.

We found the office of the Abbot, Kostel Lo. Again, the notes in his computer were vague. There were references to ther temples in their Order, and how the Black Sun used them (or was used) for redistribution of "the product". More references to "the product" and "the herd."

We descended further, down a spiraling stair, encountering more bodies evidently caught by a trip wire trap.

Down at the bottom of the stairs, we found a freight elevator back up to the landing platform, as well as barrels of bacta, spoiled. Beyond was the door to the lower level. There we found various locked doors and impromptu welded barriers of debris, none of which made us feel any better. Beyond one such set of barriers (short work made of by the Jedi) and door, we found a (very) small sentry droid. Its memory showed it had been patrolling for about 10 days, and hadn't seen any humans for five days. It was not triggered to attack by our entry, though. A review of its programming indicated it was there to protect against worms, of the sort we'd fought outside the complex, only much bigger.
From there we found the control room, much the same as what we'd already found save that the bodies were skeletons stripped of all flesh. There were big holes in the floor, too. As Simon put it, "Why are we here, instead of a huge army of people who know what they're doing?"

Peering through the holes in the control room's floor, we could see only that the large chamber below was ... moving. More worms. Lots more worms. Agitated worms. Dag and Simon got the lights running...

The control room overlooked a vast chamber, filled with the worms. In the center was a large extraction tube, to pick up the ... bacta that the worms produced (vomiting it over their eggs).
Looking through the computer records, we discovered that a few of the worms had escaped into the outdoors and subsequent explosions (from two competing factions of the out-of-control Black Sun fighting for control of the base) had ruptured their retaining walls. The worms would reproduce quickly with "robust" food sources -- like the native animals beyond. Or, on an inhabited planet, the populace, which is why they were being raised on this un-colonized planet. Electricity, the records indicated, would kill them quickly. The worms were sensitive to psychic emanations, too, which is why the monks had been so well-suited to raising them, using their monastic calm to good purpose.

We made a note of the locations of the three other monastaries in the same Order (who were all apparently working on the "ends justify the means" philosophy, figuring that by keeping the bacta production secret and distributing it via the Black Sun, they were doing the most good while protecting the larger sentient galaxy from it's own greed, bad luck, and stupidity).

Learning what we'd needed to learn, we prepared to depart, first we securing some cannisters of unspoiled bacta, and using the freight elevator (checknig the shaft for traps first) to bring it up to the top, where we could use a grav skiff to get back to the ship without having to walk over worm-ridden terrain.

It was around then that it occured to us that there had been multiple Black Sun factions fighting, but only one ruined ship. Which meant ... the sound of an deorbiting ship we heard was Not A Good Thing. We headed back to our ship quickly, and took off just in time to miss encountering the assault cruiser that was landing.

Back in orbit, we fired up the new hypercom that the Senator had had installed for us. We learned that about eighty percent of the Trade Federation leadership had been assassinated during the talks on Eriadu (killed by their own security droids, of all things). The Nemoidians were now basically in charge of the Traders (since their representative in the Council was the only member who hadn't been there when the droids had gone berserk -- how convenient).

As a result, the Trade Federation had declared a state of emergency and cancelled any talks with the Rim World Consortium. Interstellar trade was creeping to a standstill due to the astrogation bug (which was apparently spreading) -- which the Consortium was taking credit for, holding space travel hostage until they got more bacta to distribute to the outlying worlds.

We headed back to Iktochi to provide Bayle with some of the bacta we'd obtained. We figured the bacta would also be a useful trade tool with the government there when we turned ourselves in over the trumped charges of attacking the Rim World Consortium.

By the time we arrived there, though, we'd changed our plans. Nayda, Simon, and the Jedi would head down to the planet with bacta for the Prince, while the rest of us would try to find the Rim World Consortium to negotiate with them regarding the bacta sources we'd found.

You see, one of the canisters we'd picked up didn't have bacta in it; it contained dormant worms. With that to 'seed' a new hive and contact with the monastic Order to train them, the RWC could begin production of their own bacta supply.

August 11, 2002

Amber Page updates

I've finally posted the log of the last TiHE session (the 91st) after thinking I'd lost it. You can read 83 to 91 right here.

In related news, The Hall of Mirrors, as a blog, has ceased to be (I'd had it up for over a year with only 18 posts, so I didn't really see the point). Diceless-related posts will of course still happen, they'll just happen here.

The page itself, of course, is still there.

August 9, 2002

Maxims, the Sequel

WISH 8: Maxims, Redux

Pick three gaming maxims that other people wrote about and discuss how you think they have applied, or not, in your experience as a gamer. Do they make sense? Are they true or false? Maxims that simply never occurred to you are also eligible for discussion.

Arref said: So much for Plan A.

Plans are fine and good things, but I've seen so many game sessions bog down in the planning stages of some huge project that the frustration would start to mount before anything even happened.

From a GM's point of view, I think preparation is important (more or less so, depending on the game that your running -- I would rarely bring prepatory notes to an Amber session, since it was enough that I had thought about the game during the week -- conversely, I find preparation is important for my d20 games so that the game doesn't flounder. I have some theories as to why that is, which I'll expound on later.

Michael said: Whatever you do, don't say 'Whatever you do, don't roll a one'.

My wife, whom I love and introduced to gaming, somehow picked up from another player the idea that GM's shouldn't touch your dice. Everyone else can and that's fine -- she frequently lends her dice to other players -- but woe to any GM that touches her dice.

Forget about rolling them: when I'm GMing, I'm not even allowed to shove them back across the table to her. If I do, I get a severe chastising, and the 'tainted' dice go back in her bag for the night.

If I'm playing, I can use her dice all I like.

I'd make fun of this, but I have my own quirk: I use a laptop when running my games, and of course I have several dice rollers on there. My rule is this: I do all my GM rolling on the laptop -- my personal dice only come out of the bag when I'm playing. If I use them for both jobs, their karma gets all mixed up and they don't roll well for either task.

So there. :P

Julia: It's not the GM's game, it's everyone's.

In the best game, I am barely more than just another player in the group. I don't like being the pivot that everything hinges on.

This kind of goes back to the level of preparation for the GM: with Amber (or some other high-powered games), I could play it light with the game prep because the players themselves would carry a great deal of story simply by working on their private projects.

I think other, lower-powered games require more GM prep because there is simply less player-driven action.

That's not to say character-driven -- I hope a great deal of it is that, but player driven, not so much -- the reason is simply that people expect to be functioning as a group in such games, and the mindset of 'working on my own stuff' isn't there.

I want to break myself of this habit -- allowing or encouraging it, whatever it is. With some games it's easier -- I think that BESM it would be pretty simple; some games makes it more difficult, since the group-mentality is built into the premise of everything (d20). Also, I've got a lot of 'traditional' players in my DnD game, which doesn't help.

Participating player: "Am I hungry? What restaurants do I see?"
Contributing player: "I'm hungry, I'm going to that little chinese bistro I found."

I think I'm making progress with my Star Wars game... my players are helping with that of course.

It's understandable -- I know lots of games where THE rule is NSTFP: "Never Split the Fucking Party", and it's a GOOD rule. I just like it when people break the rule and head off on their own thing. It's exciting.

August 5, 2002

Maxims

WISH 7: Maxims

List three or more maxims/proverbs/bits of conventional wisdom/etc. that you've learned in your gaming career, and explain what they mean and how you've seen them apply in your gaming experience.

I'm going to list the maxims first, then edit the post in a few minutes and add the details, because this will take time, I have to run errands, but I wanted to get my first thoughts down.

Everything is window-dressing.
Probably one the single most important GMing rules I ever encountered, which is funny since it wasn’t presented as a GMing but a Design rule for Champions. I designed a lot of stuff using that game system when I was in college and the rule stuck in my head.

This is what it boils down to: fireballs or grenades, lightning bolts or blaster rifles, FTL engines or Flying carpets -- the effect and purpose of a thing is nine-tenths what it does and one-tenth what it looks like, but everyone focuses on what it looks like. This truism has become more and more important to me as I design settings, stories, and games -- do what you like, but when it all comes down to it the backbone of it a game should allow you to compare a witch's firebolt to a cyborg mercenary’s flamethrower on the same scale... aside from window dressing, they might be the exact same thing.

Hot rods or tamed dinosaurs = cool way to travel.
Old star ships or ancient magical artifacts = glitchy way to travel quickly.
Nuclear bombs or primal chaos = ridiculous levels of destruction.
Trumps or cell phones = instant communication and quirky functionality.

Window dressing. Don’t be distracted by the window-dressing.

Don’t be afraid of getting big.
This one comes from the Amber DRPG and is probably the most useful bit of advice in that gamebook: don’t try to force you player’s character into a box of your design if they’re gotten to big for the box... just make the box bigger. RPG’s have been around for close to thirty years now, the good ones have stayed around, and if they are well designed (which they probably are if they survived that long), then this is true: they can handle it if the world gets bigger.

Partly, this ties into the window dressing maxim. Here’s an example: a month or so ago, I kicked the ever-lovin’ crap out of my DnD group. This was understandable as they were fighting a dark god’s avatar. I won’t get into numbers, but the best fighter had only about a 25% chance to hit with each swing, the spell casters were wrestling with the thing’s natural resistances, and everyone else was using their best tricks just to help the most effective people out. Afterwards, one mentioned how much tougher the fights were now that they were higher level.

To which I said bullshit. When they were at fourth level, I used two ogres and six orcs, but the results were the same: 25% chance to hit the main target, mages (using web and sleep) unable to solidly smite the main guys, and everyone else working like hell to keep everyone fighting and breathing. Both fights took almost exactly the same toll on the part, relative to their strength at the time.

So they become minor diefied heroes and want to keep playing? No problem: if you were ever able to handle them, I guarantee you still can.

Everyone needs a niche. (Everyone’s a star)
This is just one of those things you realize after awhile -- a trick for making everyone in the group happy.

Here’s the thing: no one really wants to be the sidekick. They might play Robin, but in their mind, this Batman story is actually being told from Robin's point of view.

That's impossible to do in a multiplayer game, at least 100 percent of the time -- if it is true, then everyone else but the ‘star’ is unhappy. Everyone has to be a star sometimes. It’s fine to watch Buffy or Angel and say “that’s a damn good show”, but if that were a group of players, everyone would start hating the person playing the title characters and resenting the GM’s fixation (especially in the first two seasons of either show).

Contrast this to Farscape. Hell of a lot more like a group of PC’s there.

Everyone wants to shine... everyone wants their moments. For that, everyone needs a niche -- something only they can do or which they can clearly do better than everyone else. In my experience, this can be Amber DRPG’s strength and weakness: with ranking, you might clearly be the best at Attribute X, but there are only Four attributes, so what do you do when there are five, six, seven or more players? Power niches? They still need you to be good at an attribute, and if owner of that Attribute also has “your power”...

It’s tough, and it lies with the GM to say “that’s a really neat character concept, but we really already have a computer whiz... how about focusing more on Repair and Craft skills... it works with the history and you would be the tech/mechanic.

Before the game starts, it helps if you know what all the character’s niches are. Depending on the game, it may fall to you or the player to highlight that niche, but either way you need to be aware of it. I guarantee the player is.

To whom...

Rey has made good on his threat promise to set up the RPGamer Blogs Web Ring.

If this is the sort of thing that applies to you, then you should apply to it.