Random Resources

Avatar: my thoughts, my opinions, my recommendation

… and my background: with the exception of Piranha Part Two: The Spawning, I’ve seen all of James Cameron’s movies at least three times. Yeah, even Titanic (though the third time was against my will). Understand that simple fact about me first: I’m pretty much the guy’s target audience.

Kate and I went to see Avatar last night. As I told some folks afterwards, it’s a thoroughly enjoyable, fun movie, and I didn’t remotely mind the nearly three hour length, even wearing the Real-3D glasses. (In fact, there was no point in there where I so much as shifted in my seat and thought “Okay, you could have edited this bit out, Jim.” I enjoyed it all, even the Diaspora-esque ship the protag comes to Pandora in.

Those of you who know me know that I do not consider “in 3-D” a selling point for a movie: I’ve never once walked out of a show thinking “man, if only that had been 3-D, they might have had something.” However, thanks to an observation from Chuck, we chose to go to to the 3-D version, and I’m very very glad we did. Like Coraline, this movie uses 3-D intelligently.

Even those of you who don’t know me might suspect I enjoy a good story. Much has been said about the simple, damned familiar story of Avatar — I’ll admit that I’ve repeated the Dances with Smurfs joke more than once — but the movie reminded me that old, simple stories are a lot like old, simple words: they resonate.

Is it a great movie? I don’t know. It’s certainly good. There are no major plot holes I could see. The technology is brilliant and used well, and the setting itself is gorgeous. Kate and I talked about the different parts we liked for a solid half hour after we left.

And here’s what I realized this morning when I woke up — the thing that made me write this post: I want to go see it again. In the theatre. In the 3-D. I will, in fact, be a little sad if I don’t manage it. Take that for what it’s worth.

I was going to make a nice little list of all the various kinds of people who might like this movie, and suggest they see it, but here’s the bottom line: If you like movies, even a little, I think you should see it.

Like it or hate it, I think you should see it.

In the theatre.

Probably even in 3-D.

Man, those are some words I never thought I’d say again, after Coraline. Way to go, Cameron.

Damn.

Share this:

Twitter
Facebook
Tumblr
StumbleUpon
Google Bookmarks
email



Big Problems, Little Solutions: E-book Publishing Ideas Stolen from Gamers

Yesterday’s post generated a lot of interest. And emotion, yes, but mostly interest. If I can be allowed to revisit that post for a second, I’d like to sum the whole thing up like so:

Ignore questions of infrastructure and the costs of ebook file development; those things are tangential to the current issue. What Simon & Schuster, Hachette, and HarperCollins are doing by delaying release of ebooks has nothing to do with those issues. It is about money. Period. It’s either about pushing readers toward the purchase of hardbacks, like the good old days, or it’s about the shoving match going on between Amazon and the Big Six over the price of ebooks. Either way, it’s about money.

However, the tunnel-vision focus from the Big Six on that single issue means that they are missing something critical: by delaying the release of official ebooks, they are creating an environment in which ebook piracy (thus far, a negligible issue) can and will thrive. This will hurt them, and I believe they will transfer that pain – which they caused themselves – to their authors.

This makes me angry.

This.

This.

There. That’s all of yesterday TLDR post, in three paragraphs. You’re welcome.

Now then.

Generally, I try to avoid pointing out a problem without proposing some possible solutions. Doing otherwise is what the kids these days refer to as a “dick move”.

So:

What could the Big Six do, with regard to the release of ebooks, that would be better than the idea they’re currently going with?

As I said yesterday:

Some folks asked me yesterday what I thought of James McQuivey’s idea to delay the ebook-as-a-separate-thing by four months, but also give it away as a free thing with every purchase of a hardback edition. I think it’s a great idea. I thought it was a great idea when I suggested it to my agent about six months ago on Twitter. However, I won’t take credit for it – the indie gaming industry has been doing that for years; as a smaller, more nimble publishing organism, it has already felt and adapted to the changes of the digital age, and could teach the ‘real’ publishing world a thing or two about what works and what doesn’t.

I told Joanna Penn in an interview last year that the tabletop role-playing gaming industry started out by trying to model the methods of traditional publishing, found out the hard way that that really didn’t work for them (in the long run, it’s not working for big publishers either, but they’re BIG, so they didn’t notice as soon), and had to find new solutions.  They were the first to adopt electronic publishing, shame-free POD printing, electronic-only publishing, podcasting-modules, mixed media releases, and every other experimental method anyone could think of, good or bad. That’s fine: they’re small, and experimenting is something  small groups of people can DO that big groups can’t.

But what that means is that they’ve come up with some things that consistently seem to work, which, to a greater or lesser degree, might translate into solutions for Big Publishing that would please even the greedy bastards longing for the golden profits of yesteryear.  I don’t have much time, so let’s get right to it.

Package the ebook with the hardback as a value-add

This works. More to the point it IS WORKING. Not just in gaming, but on Amazon, with the Kindle. For gaming examples, go to indie press revolution and take a look at the options for games like Penny for My ThoughtsSpirit of the Century, or Mouse Guard.  I’m not going to discuss this further; this is the granddaddy of ‘new’ ideas, and dead-fucking-simple to implement.

Subscriptions

Whazza? Subscriptions?

Eleven million WoW players tells me that this is a sales method that can work.

Take a look at Paizo.com. They have a brilliant kind of deal set up for all their games and plain-old books: set up a subscription to one of their channels (like Planet Stories, which is your classic pulp “planetary romance” stuff). It costs you X dollars a year or whatever. Every month, you get an email about the new releases within that “channel”, on ebook. NEW releases. If you decide to buy, you get 30% off the unwashed-masses price. (Edit: Or hey, you get it on day-of-hardback-release. Even better: Both.)

Or, how about the Big Dog of gaming, Wizards of the CoastWotC has done some stupid stuff with regard to PDFs of their products in the past, but DnD Insider is smart. Pay for a monthly subscription to the service, and you a couple magazines every month with articles and useful stuff, written by the names you’re already fans of, some cool apps, and ‘free’ access to every one of their current books, as searchable PDFs.  I’m not a member, but I gather that members also get access to ‘preview’ copies of upcoming books, months before they’re released, which generates stir and interest and maybe a few advance reviews posted on –

Oh, you know what that sounds like in publishing? Advance Reader Copies (ARCs).

Yeah: “Sign up for our monthly subscription, and get digital ARCs of our upcoming titles, and a discount on the REAL digital copy when it’s released.” What book nerd wouldn’t jump at the chance?

The Ransom Model

There are a couple game designers who do stuff like this, notably Greg Stolze and Daniel Solis. There are a couple different ways it gets implemented. With Stolze’s Reign supplements, if Greg collects enough money from contributors (the “threshold pledge”) he releases the ebook as a free download for anyone and everyone.  An easy tweak for this in Big Publishing works like this: “If we get enough preorders for the ebook, we’ll release it the same day as the hardback comes out. If not, you have to wait.” I like this, because it lets consumers tell publishers what they want — a ransom model works pretty well as a market study – the consumer has power, and if they don’t exercise it, the publisher feels justified in delaying release.

I can’t help but note that this is a pretty workable thing for indie authors. (If you don’t want to take preorder money for something you might not end up doing, run it like a publish-athon and just take pledges — it’s still a good a way to gauge interest.)

You can also reward the ransom-preorder people in lots of fun ways. A thank-you list on the website or inside the book, mentioning people who helped make that version of the book happen when it did. A unique cover for the advance-order people. Hell, I dunno – what else would be cool?


That’s stuff off the top of my head, stolen from people who are making it work in gaming (and thanks to Chris Weeda for the suggestion).

The important take-away is this: ideas and implementations vary, but they all have one thing in common: they require embracing e-publishing, not holding it at arm’s length like a used condom you found in the spare sheets for your hotel room.

Embracing it. That’s the first thing publishers need to do. That’s the first step.

Right now? I’m not seeing it.

And that’s not a problem anyone but the publishers themselves can fix.

Share this:

Twitter
Facebook
Tumblr
StumbleUpon
Google Bookmarks
email



Pulling a dick move, and other things that make stories (and games) better.

Somewhere*, sometime**, D was talking about writing things and said something like:

The only scene in a story with no conflict in it should be the epilogue at the end of the story.

I know that isn’t it exactly, but that’s the gist of it; when you’re telling a story, scenes should have conflicts in them, or they shouldn’t… you know… be scenes.

De also pointed out*** that you can cheat this a little bit in a scene without any obvious conflict by then revealing “Yeah, while it looked like Mom and Daughter were have a nice happy cup of tea for six pages, Mom had ACTUALLY CALLED THE INSANE ASYLUM TO TURN IN HER DAUGHTER!” DUN Dun dunnnn.

A good trick (one which I’ve used), but it doesn’t change the basic idea, which is (put into my own words):

Never stop fucking with the main character.

Yeah, yeah, “show, don’t tell” works, because if you are legitimately trying to “show” as you write a scene you’ll instinctively put in some kind of thing worth showing. A conflict. There you go. You’ve done it.

(Tangential thought I just had: This may be be a legitimate means of separating “porn” from “erotica”. Erotic has sex scenes with conflict. Porn just has scenes with people fucking. Maybe? Hmm.)

Now, none of this is particular epic storytelling trickery; people get this. People mention this kind of thing all the time.

What people are only slowly starting to get is how it applies to roleplaying games.

Let me tell you about this guy I know. Plays in my Wednesday game. Like most of the people who come in and out of the Wednesday game, he’s also runs games. As a person-who-runs-games, he has a bit of a reputation. A Nom-de-GM, even: people call him Weeda the Evil.

He’s earned this title and the attendant rep via a pretty simple means and method – he rakes his player’s characters over the coals. I’m pretty sure he used to give out certificates to anyone who died in a game he was running. There may have even been t-shirts.

t050artsmall

He is, without a doubt, one of the most popular GMs in the Denver area. Probably, if you’re a gamer (or a reader, or an author) I don’t need to explain why.

…*crickets*…

BUT JUST IN CASE I DO, it goes something like this: no one ever gets the feeling from this guy that he’s screwing with you just to screw with you — he’s screwing with you because you’re the Big Cheese, the Main Character, the Hero. He believes you can take it, and he’ll Test to Destruction to prove his point.

He has a similar rule to the one I blocked up above. It is (not surprisingly) more concise.

Heroes Suffer.

Sometimes, your heroes will not appreciate your exciting plot twists.

Sometimes, your heroes will not appreciate your exciting plot twists.

Yeah.

The thing with RPGs is that, for a really really long time, the only tool that GMs had at their disposal was their own sense of drama and their desire to make sure the Hero Suffers. Take another guy without that sense and you have a lot of dead, boring fights. Take a different guy who only gets that you’re screwing with the characters, and not where that motivation comes from, and you just have some dick GM that everyone hates playing with.

(Take a writer who misinterprets this sort of guideline, or misreads what it is about one of their successful stories that makes people happy, and you get someone who thinks “the key to a successful story is doing horrible shit to my main character”, which somewhat misses the difference between ‘introducing conflict’ and ‘torture’. I’m looking at you, Vorkosigan series!)

Sometimes you just have to punch your favorite character right in the junk.

Sometimes you just have to punch your favorite character right in the junk. That's fine. But it's way more interesting when you give a character a choice between junk-punching and something else, and they CHOOSE junk-punching.

Luckily, there’s a lot of great games out there that are figuring this out and helping GMs find that sweet spot between “I want to be fair and impartial” and “I need to put you through the wringer or you’re going to be bored.” It started in the good old days with GURPS and Champions and their Dependent NPC (8), but that sort of thing never really worked they way it should. Sorcerer figured it out and introduced “bangs” that pretty much made all of the GMs prep a process of building a list of tough questions the players had to answer. That was good. Primetime Adventures actually breaks if you don’t throw tough conflicts at the main characters and get the Fan Mail flowing.

And it’s gotten better. Fate/Spirit of the Century has the whole Fate Point/Aspect compels that give you a great Devil’s Deal kind of thing to use, but for my money, the best stuff out there right now that does this is Mouse Guard and Danger Patrol. I won’t get into they “whys” of this right now, because this is not the gaming blog, but MG pretty much builds an entire game around “Heroes Suffer”, and Danger Patrol is built around the idea that the only way you can help your fellow players out is by making the situation they’re in more and more Dangerous (potentially creating new dangers everyone has to deal with).

GM: “Okay, Tim is going to jump from one flying car to the other. That’s super dangerous, and worth some extra dice, but what other dangers are out there he doesn’t know about?”
Kate: “There’s a school bus coming the other way, and he’s going to force it to swerve into oncoming traffic.”
GM: “Okay… bonus dice.”
Chris: “And it’s full of kids.”
GM: “Another bonus die.”
Tim: “Umm…”
Kate: “And puppies! It’s ‘bring your puppy to school day!”
GM: “Bonus dice!”
Tim: *Groans*

NOTE: This conversation actually happened in a Danger Patrol game, just not mine – it was Brennan! (Thank you Brennan for helping me find that lost bit of info.

The result of a escalating series of Dangers in Danger Patrol.

The result of a escalating series of Dangers in Danger patrol.

For the longest time, I had to remember to bring what I knew about conflicts from writing, and try to apply that to games I ran.

Now? I borrow tricks from the games I play and use them when I’m writing.


* – On her blog.
** – I couldn’t find the post.
*** – I couldn’t find this post, either.

Share this:

Twitter
Facebook
Tumblr
StumbleUpon
Google Bookmarks
email



Danger Patrol: Zombie Kong and Plan 8 from Planet X

Two of the players couldn’t make it to our PTA game last night, and since they were our spotlight character and NEXT session’s spotlight character, it seemed a good idea to run something else.  I settled on…

dp_logo

Danger Patrol is an action/adventure retro scifi game. The aim of the game is to (re)create the feel of episodes of a 50s-style TV show in the vein of the Flash Gordon and Buck Rogers serials (with a dash of the Venture Bros., Star Wars, and Indiana Jones).  You play members of the elite Danger Patrol — special super-powered crime fighters who protect Rocket City from the evil Stygian Adepts of Pluto, the nefarious agents of Jupiter’s Crimson Republic, rampaging monsters set loose by mad scientists, and other crazy threats.

A while back, DP became a blazingly cool-kids thing to playtest (yes, playtest: the game only exists as an alpha playtest document at this time, albeit one that’s very well-done), but I was a bit leery of the excitement, simply because I’d gotten excited by such things in the past, and it had come to naught in the long run.  The DP love seemed to be holding into the long-term, however, so I gave it a look a few months ago and enjoyed what I was seeing.

It wasn’t until Tim and I got to talking a month or so ago that I really gave DP a hard look.  He was looking for a gaming experience where players who weren’t directly involved in a specific action in the game were still encouraged to participate, specifically by adding challenges to the current player’s actions — doing so in such a way as to both make the scene more interesting and also help out the player in some way.  I heard that and thought “damn, I’ve SEEN that… where have I seen that?”

Well, you can guess where.

To make your Danger Patrol hero, you’re pick a Style and a Role. Your style tells us what kind of being you are: A Robot, a Mystic, an Atomic cyborg, or something else. Your role tells us what your job is on the team: an super-spy Agent, an elite Commando, a wiley Detective, etc.

In play, this is done via the entertaining simplicity of having each style and each role take up half of one sheet of paper.  You pick your style, then your role, select which of the powers you’re going to start out with, tape the two halves together, and you have a finished character sheet, complete with a damage track that flows across the bottom of both halves.

This is what we ended up with:

Tim played Dr. Ramjet, Robot Professor (and host of a popular children's science videoshow program); Randy played Sebastian Darke, Mystic Detective; and Kate played Cassie Colt, Two-fisted Commando.

Tim played Dr. Ramjet, Robot Professor (and host of a popular children's science videoshow program); Randy played Sebastian Darke, Mystic Detective; and Kate played Cassie Colt, Two-fisted Commando.

Once character creation is complete, I drop the team into the action in media res — I wasn’t sure what I should do — there was an opening scene suggested in the text of the game, and a number of decent-sounding ideas on Story-Games, but when I wondered aloud about it on Twitter, I got this message:

Judd_of_Kryos @doycet chanting: ZOMBIE KONG! ZOMBIE KONG!

Right. Giant undead ape. Good plan. We’ll go with that.

So the team was doing a milk-run patrol in the skies over Rocket City when the dashboard video screen of their Hawkwing 5000 lit up with the following wireless telegram:

Rocket City Rocketport under attack. *STOP* Building unstable, collapse imminent. *STOP* We need you, Danger Patrol.*STOP*

They flew straight to the Rocketport, and saw a horde of what appeared to be recently reanimated corpses swarming the sides of the slim rocketport tower, led by the massive form of a giant zombie gorilla.  Zombie Kong.

Then the Danger Patrol logo flashed on the screen of our little serial drama and a deep voice said “Previously, on Danger Patrol…”

… at which point, each player is supposed to come up with a brief moment from the episode of Danger Patrol immediately preceding this one, including elements that foreshadowed things that the players want to see in THIS episode.  We see:

  • Dr. Ramjet, in his lab, examining a vial of liquid. “My god… this virus would animate dead tissue!”
  • Cassie Colt, at the Rocket City zoo with her niece, in the section of the zoo labeled “animals of Earth”, and looking up, up, and up at an enormous gorilla in a too-small enclosure, and the neice asking why it isn’t white. (The primary sentient species on Mars is a race of white apes.)
  • … and I can’t remember what Randy did with his flashback, except to indicate that the Stygian Adepts were involved in whatever was going on.

Then we jumped back to the action, and I laid out the “battle board” (I think we were calling it something like the DANGER ROOM last night) with the various threats.  I’d already written out markers for Zombie Kong and some packs of Zombies (one of whom was closing in on a little girl), but after everyone’s flashbacks, I created a “Stygian Adepts!” Danger to incorporate later in the fight, and changed “Zombies closing in on little girl” to “Zombies closing in on Cassie’s Niece” and attacked Dr. Ramjet with a very specific Danger all his own…

Danger! (Including Dr. Ramjets worry that all this was happening because of something HE created...)

Danger! (Including Dr. Ramjets worry that all this was happening because of something HE created...)

You’ll notice that there’s also a Danger that the Rocketport tower will collapse, and it has a “timer” on it: (4) — in four rounds, that’ll happen. Finally, WAY up in the corner, there’s a “Plan 8″ Danger with a really long timer on it, ticking down from (8).  This wasn’t really a danger that the Danger Patrol could ‘get to’ in this fight, but I wanted it up there, ticking down, all the same, because it meant that when I got results like “a danger becomes MORE DANGEROUS”, I could start accumulating additional Danger Dice on Plan 8.

Anyway, the heroes leapt into action.  Cassie jumped out of the flying car, fired up her rocket pack, and blasted through the pack of zombies around her niece, guns blazing, swooped the girl up, and flew her to safety before blasting back into the fight.  Sebastian leapt onto one of the observation decks below Zombie Kong, and was set on by some zombie minions. He dealt with them via a hail of bullets, but I was able to bring two dangers into play as a result – Stygian adepts appeared to stop him, and the spray of zombie fluids put a group of Innocent Bystanders at risk of infection with the zombie plaque (Dr. Ramjets Z1B1 Virus.)

Speaking of Dr. Ramjet, he spent the first round goading himself into action (dealing with the Danger of his own self-doubt) and was just about to leap into action when Zombie Kong grabbed the front end of the Hawkwing and started swing it around like a club.

Cassie started buzzing around Zombie Kong, unloading a veritable blaze of blaster fire at the big undead ape. Kong managed to clip her with the Hawkwing-club, but she regained control of her jetpack a few blocks away and came zooming back… and Ramjet was able to pull the car free from the thing’s grasp.

Sebastian coated the Bystanders with the cold foam from a fire extinguisher to combat the zombie goo, ignoring the Stygians for the moment.  Meanwhile, Dr. Ramjet told his body to charge the Hawkwing straight at Zombie Kong’s face, then he DETACHED HIS OWN HEAD, which flew off to help Sebastian, flying over the bystanders and urging them to retreat inside and douse themselves with sparkling soda water from the bar.

The car rammed itself right into Zombie Kong’s mouth, finally finishing off the creature, and Sebastian summoned up the Black Mists of something-or-other which, when combined with his training and various esoteric fighting arts, made short work of the hapless Stygians.

The body of the ape tumbled down the side of the tower, doing yet more damage, and Ramjet flew down to the corpse, where Cassie was already pulling his body from the wreckage of the car. He reattached himself and they both turned at the ominous cracking all along the tower’s height.

Ramjet: I’ve got just the thing. (Player checks off Experimental Device #1 from his sheet.) I just need to get up there…
Cassie: Then hold on. *grabs him around the chest and fires off the jetpack*

Ramjet fires off his Stabilizing Ray (or maybe it was actually a “Rocketport Stabilizing Ray”) and the building is saved!

… and their jetpacks give out and they plummet to the ground below. Oof.

Okay, we then did interludes scenes in which Cassie’s sister came and picked up Cassie’s niece (blaming both Cassie and Ramjet for the whole thing), and Sebastian interrogated one of the Stygian Cultists. (Not even a REAL Stygian!) During this, he learned that the whole attack on the Rocket City Rocketport was just a diversion for a theft at the Rocket City Museum, and that the Cultists were getting their orders via strange crystals they had at their secret base in some martian ruins outside the city.

Once the interludes were done, the Patrol had three question to answer:

Mysteries Abound!

Mysteries Abound!

Sebastian went out to the Ruins to check out the Stygian Cultist base and see about these odd crystals.  Dr. Ramjet investigated the control mechanism for the ape, and Cassie checked out the Museum burglary. Everyone got the answers they were looking for, and Sebastian actually made off with the Stygian Crystals, but he was followed back to the City by more Cultists.

Back at the professor’s university lab, the heroes exchanged notes, realized they needed to get to a Danger Jet to get to Pluto as fast as possible, and were then attacked by Cultists.  During the fight, one of the Dangers was “The Pulsing Crystals will suck you into the 5th Dimension!”

Guess what?

Oops.

Oops.

Sebastian was able to pull them out of the 5th Dimension, using the crystals’ psychic link to the Stygian Adepts to pull them out AT PLUTO.  From there, they were able to start the final Show Down with a bunch of Stygian Adepts, a Stygian Master, the Planet X Liaison and Planet X Assassin, and the ticking-down Plan 8 (which, by this point, had accumulated 5 danger dice to drop on the first person who tried to stop it, and which was down to (2) on the counter).

Sebastian distracted the Stygians, giving Cassie time to get a shot at the Stygian Master, but it wasn’t enough to stop him from creating a new Disaster: “All of Rocket City Zombified!”, via a massive gate from planet to planet, via the fifth dimension.  Sebastian leapt in to stop that from happening, and intercepted the energy of the gate with his own Mists of something-or-other, putting him in a head-to-head contest of wills with the unstable gate itself, which was now going to “Suck Pluto Into The Fifth Dimension!”

Ramjet again detached his head, and sent his body to charge the last clump of Stygian mooks while his head jetted toward the ancient ruins that housed the device that would bring Plan 8 to fruition — a vast, intricate, crystal and glass matrix that would bring all the planets under the control of Planet X, ultimately blotting out the Sun.

Ramjet nodded (easy to do when you’re all head), and flew straight into the matrix, smashing it (and knocking himself out).

Sebastian did all he could to the close the gate (5 successes out of the 6 he needed), before collapsing (KO’d).

Which left Cassie, a dark portal to the 5th dimension, and two Planet X agents, fleeing to their ship and stranding them all on Pluto.

She pulled out a frag grenade, and saved the planet. (Did some kind of Commando thing that let her split her attack between multiple targets, got EIGHT SUCCESSES on NINE dice. The explosion took out both agents AND destabilized the gate just enough to take it down.)

Victory! The Danger Patrol saved the Solar System!

Again.

All in all, a pretty awesome game.  More thoughts as I have em.

Mouse Guard: The River at Elmoss, and making players cry

Got a chance to go back and play some Mouse Guard this weekend with Dave and Margie and Kate and Ka(y/therine).

This session was a continuation of action that took place in “Not much Use as a Postmouse” and “A New Route to Ivydale”.  Margie’s character Lucia was still Angry from the last session, so she took the “Summary of previous events” intro to the session, which lets her get rid of a condition on her sheet.

As the patrol was getting ready to set out to their next delivery point (Elmoss), they were met by a traveler/messenger from Elmoss who was looking… well, not for them, exactly, but for a Patrol that was supposed to have arrived in Elmoss several days ago, escorting a much-needed grain shipment from Ivydale.  The messenger hadn’t spotted them on his trip here, so he asked Our Heroes to see if they could find them as they traveled what SHOULD have been the same route.

Asking around Ivydale, the patrol learned that the other group of Guardmice was led by Warwick, a patrol leader with a good reputation and Rosamund’s (Kate) mentor back in her tenderpaw days.  Also, the last Aelwyn (Dave) heard, a female guardmouse of his acquaintance (”Brynn.” *sigh*) was a member of that patrol.

The group set out their goals for this mission;

  • Rosamund: Locate my old mentor, Warwick.
  • Aelwyn: Rescue Brynn’s patrol!
  • Lucia: Make sure the grain shipment makes it to Elmoss.
  • Graystripe (we haven’t met her yet): Impress her mentor enough to be made a full Guardmouse.

Scouting rolls were made as the patrol tracked the grain cart across quite rocky terrain, well away from the usual path (necessary, since from the tracks they could tell that the wagon was overburdened and very bad off in muddy areas).  This led to a ‘twist’ in which the patrol caught up to the wagon not far from Elmoss.  Warwick’s patrol had tried to ford a stream that had surged with Spring runoff at exactly the wrong moment… leaving the grain wagon almost tipped over next to the ford, and Warwick’s patrol clinging to a hummock of grass and detritus downstream a ways.

Dice were rolled, and the situation became further complicated: Lucia struggled to lever the grain wagon’s wheel out of the mud, Aelwyn struggled with tying off a rope from the shore while Roz swam out to the other mice, midstream. (Where she was pulled up by Graystripe.)

This complicated situation took us into a full-on Conflict with the river.  The river’s “Goal” was “wash the wagon, the grain, and both patrols down river”; the player’s goal was “save the mice, save the grain.”

This was a very challenging conflict to do, initially, and as I had quickly scripted my actions for the river, I should have stayed with the players and helped them ‘translate’ their actions into scripting… because it’s hard to see what an ‘attack’ looks like versus a river, or what skill to use… or what a maneuver looked like.  It just took awhile to get going.

Anyway, after two full exchanges (involving a lot of rope slinging and hauling mice up to the branches of a tree overhanging the river), the patrol managed to get almost everyone to relative safety, but they’d been pretty badly beat up in the process. (They only had two Disposition left from a starting 8).  Everyone was Tired.  In addition – Lucia (who was still basically in the River when it threw its final big surge) had to made a health check to see if she got sick from being, basically, half-drowned as she clung to the grain wagon (which got its wheels snapped off and was basically grounded out at the ford).  She failed that check, so in addition to being Tired, she was also Sick.

Once the water level had died down again, the patrol made its way up to Elmoss to get the town to send people out to help unload and transport the grain (and get medical treatment for the injured).  They ran into the useless, hampering, feudal-style bureaucracy of Elmoss, and got in a show-down with a nasal-voiced administrator who didn’t want to open the gate after dark, OR send anyone out after the food the town ACTUALLY NEEDED.

Aelwyn headed this showdown up with a stirring call to action, but everyone helped out, from Roz and Lucia’s persuasion, to Gray’s deceptive story about dangerous, hungry, grain-stealing weasels in the area. The administrator was unmoved (we got a tie), and Aelwyn tried to outstubborned him (Will vs. Will tiebreaker), mentioning that the ruling family who had paid for this shipment to be delivered would surely be curious who had prevented it from arriving.  When Lucia added “good point… what was your name again?” the adminstrator folded.

Their duty done, the patrol limped into town. Aelwyn acquired lodging for everyone (Resources check, also taking care of the “Tired” condition for everyone), and Roz tried to tend Warwick’s injuries, but the older mouse was pretty badly hurt, and all the water and his cracked ribs means he’ll probably always have a cough (missed Healer check lowered Warwick’s health by 1).  Lucia was also feeling a little drowned, and continues to have a nagging cough (failed Will check means she’s still sick, but with no lasting stat-damage — she’s hoping to get some medicinal help in her home town of Sprucetuck).

Gray tried to convince Warwick to make her a full Guardmouse – an argument Roz supported – but War was having none of that. Instead, he put Roz in charge of her training, since he’d be sick in bed for several weeks at least, and “the girl needs to get back out on the road”.  Roz accepted the job, and the next morning put Graystripe through the first of likely many hard swordmouseship workouts. (An instructor check for Roz, which in turn gave Graystripe a “failed” check on her Fighter skill.) There’s a new sheriff in town.

Meanwhile, Aelwyn went window shopping for Brynn and ended up spending way way way too much on a gift for her (a nice gift, but the failed Resource check resulted in Ael’s Resource score dropping by one – which in turn clears all his accumulated checks to advance that stat).

So: a bit bruised, a little waterlogged, but victorious, the Patrol prepares for the next leg of their journey – across the spring-snow-covered open meadows to Sprucetuck.


A few observations:

  • We hadn’t played in several months, and it took us a long time to remember all the nuances of the game we’d learned the last time. I forgot to encourage the players to earn ‘checks’ by using their Traits in ‘negative’ ways for one, and that hampered folks during the Player’s Turn in Elmoss.
  • The Conflict with the River was cool, in that it really showed what the system can do with weird conflicts, but that conflict totally took the system off the map in terms of “what skills do we roll” and “what does this kind of action look like in this context?”  Cool, but it slowed us down and caused a little frustration (see the title of the post).
  • The players still struggle with the idea that failure doesn’t mean “I don’t get X”, but instead means “I get X, but at a higher than anticipated cost… or with a twist.”  (And I struggle with remembering to POINT THIS OUT. :P ) This led to folks pushing harder than they needed to in order to win conflicts, when “losing ” would have still gotten them what they want, but with interesting consequences.
    • Related to that, the Conflict with the River was temporarily frustrating, because it felt like “We won, but it didn’t FEEL like we won, cuz we’re still sick, tired, and the Grain is still stuck in the River.”
    • Once I pointed out that “you won, but I won a lot of rolls too”, and used a kind of “hit points – you lost a lot of em” analogy, then getting beat up and hurt while “winning” stopped being a problem for folks.
  • We worry a lot about getting the rules right.  This leads us to saying things like “Okay, on my Check, I want to use Healer on Warwick’s Injury…” instead of “I want to go see Warwick and have a scene with him.”  I think that’s just a matter of familiarity.  Right now, we’re Playing the System a bit more than just playing a game… I think that’ll come.
    • Lucky for us, while we’re perhaps “playing the system” overmuch right now, it’s a pretty GOOD system.

Mouse Guard is definitely a game where you get beat up and really struggle to pull out a victory.  It’s both heroic and not-heroic.  In once sense, it’s not-heroic cuz EVERYTHING is bigger and badder than you.  On the other, it’s very heroic, because in that face of all that, you soldier on ANYWAY, to protect the Territories.  That last point is a big one — it just may not be a game for everyone — but I hope we get a few more sessions to find out.

Min-Maxing Fun

Entirely unrelated to this post here -> over on storygames, they’re kind of talking about the same sort of thing I brought up in the last post: here.  I’m not sure if it’s something you’d want to read all the way through, but there’s interesting stuff there — I particularly like Paul and Ralph (Valamir)’s thoughts on things.

It also kind of parallels this other thought I’ve been poking at since Monday night, which is what this post is about.

Monday night, Tim and Kate and I were talking about gaming stuff (as we sometimes do between frames of bowling).  We’d started out talking about that last post and the authorship/acting issue.  That drifted into other areas, such as the problems with splitting the party (it doesn’t bother me a bit, but it bothers pretty much everyone else, and I wonder if I can’t solve it universally across all our games with a little social contract related to playing NPCs), and eventually got over to this other topic, which Tim broached with the following (paraphrased):

There are games, like DnD, for example, that have a minimum and a maximum amount of fun.  Unless you get some kind of truly transcendent session, there’s a maximum amount of fun you will have with that system, but there’s also a guaranteed minimum amount of fun you will have [Doyce says: "that would be my '20 minutes of fun packed into 4 hours' experience]. The upside there is that, even in a worse-case scenario, unless the group totally implodes, you’re guaranteed x amount of DnD-like fun.

PTA (and other story-games) have no minimum and maximum, which is both bad and good — the maximum can go off the charts, but it can also potentially be absolutely zero fun at all — even negative-fun.

And yeah, you can nitpick that and say things like “well, that all depends on familiarity with the system and blah blah blah”, but the basic idea stands, and I agree with it.

There are games you can kind of phone in.  DnD’s a reasonable example: if you’re brain dead from a long day, you just kinda want to crack some jokes, eat some pretzels, stab orcs in their stinky orc-faces, and take their stuff.  You can be somewhat assured of having at least x amount of that kind of fun if you just show up, assuming the group is functional.

But that is not the case with some story-games. PTA, for example.  You can’t just phone it in – everyone has to kind of be on their game or the game itself becomes less fun or unfun for everyone when it’s the tired/disengaged-person’s turn.  There are lots of games like that: PTA is one, but Don’t Rest Your Head is on there also, and I don’t think you have to put a lot of work into thinking of others — The Roach, DitV, Mortal Coil… hell, I just think of any game where, if I suspect the players are going to show up brain-dead, I want to switch to another game for the night due to the impending sense of personal exhaustion from carrying the added load.

I’m not assigning a value of ‘good’ or ‘bad’ here.  There’s times when you WANT to shoot for the stars in a way that DnD just can’t handle.  Other times, that kind of no-brainer play appeals, because the idea of an all-in game is just exhausting.

There are even a few story-games (or indie games) that allow this kind of … let’s call it cruise-control play. From my direct experience, off the top of my head, these include:

  • 3:16
  • In a Wicked Age (provided the GM is throwing something in the face of the tired player for them to face)
  • Spirit of the Century (acknowledging that this is not really a story game, by design)
  • Mouse Guard (presumably, then, BW/BE)
  • Sorcerer (don’t laugh – I can throw Bangs at anyone and almost always get SOME kind of interesting reaction)

Are they BETTER when everyone’s engaged and actively contributing? Sure. So is DnD. That’s not the point.

Heck, one of Vincent’s own criticisms of IaWA is that it lets people just roll dice without exerting some effort, which results in less interesting conflicts.  He’s working on a new game right now whose main design goal is to make that sort of play impossible; as I understand it, in that new game, if everyone isn’t putting forth effort to deeply describe the environment and actions in that environment, then the game will just… stop.

Which is… well, that MIGHT be over-engineering a solution too far in the other direction.  I don’t want the game to BREAK if everyone isn’t totally on their a-game, right? Bad enough when that happens and the game just gets sluggish.

Obviously, we want to play in a game with active and energetic player input… with lots of in-character play and emotion and stuff. And it’s really cool when a game encourages that kind of caring in the players and activity at the table and gives us tips and tricks and built-in stuff to help make that happen… but it’s asking a bit much when a game flat out requires it. Some of this should be our job at the table, you know?  Socially?

I think that a  ‘play your balls off or the game breaks’ design is going to take us to a place where the maximum fun is … sure … really amazingly high — and the minimum takes us somewhere so crappy we didn’t even know it existed until now.

Sometimes, there’s something to be said for coasting; for knowing, going in, that we’re guaranteed at least x amount of a certain kind of fun.

There’s other times when you want to break the needle.

Meta-gaming, Actor-Stance, Author-stance, and Narration

Twitter. The final frontier new hotness. These are the transcripts of gaming nerds, trying to discuss involved game sessions using nerd jargon, in 140 characters or less.

After Wednesday night’s PTA game (where we are now 4/6 on our season of Ironwall), Tim (cyface) tweeted:

cyface A good game of #sg-pta last night. Had to tie @doycet to the stone table to make him RP instead of Metagame, but we got there. :)

Now, I know Tim meant no harm in his comment, and I know specifically (I think) which scene he was (mostly) referring to, but I couldn’t resist a reply.

doycet @cyface I attribute my flighty non-rpness to being really unsure if we’d get the bloody episode done on time without fast-forwarding.

Which unsurety stemmed from the fact that one guy’s spotlight episode (Tim’s, actually) coincided with a ’screen presence: 2′ for every other character: two of them ramping up to their spotlight eps, and one coming down off his spotlight and ‘wrapping up’. There was a lot going on!

Then, of course, I started second guessing myself:

doycet @cyface Unless I’m that bad all the time — in which case… yeah, I don’t know.

Tim replied:

cyface @doycet Some of both, but generally, live for the moment, as long as the moment is good!

Meera also commented (in a reflection of the fact that she still feels she’s learning to grok some of the indie voodoo):

mtfierce @cyface Funny, I thought @doycet only metagamed in pity for the kids at the back of the indie class.

Which is a kind thing to say, and perhaps more consideration than I warrant — I know one of the things I’ve failed at with PTA in the past has been meta-level discussion of the events in the game in lieu of… you know… PLAYING.  It’s something I’ve been trying to avoid (pretty successfully, I believe) in the current season of play.

So went back and really thought about the game session (and previous sessions) in an analytical (and somewhat unkind) fashion.  That analysis prompted my next couple statements:

doycet @cyface Trying to analyze my play — is it meta-game, or doing author-stance narration? If it’s the later, then… yeah, I am. For me, authoring > acting.

doycet @cyface By “>”, I mean “more personal enjoyment/comfortable for me”. I do enjoy both kinds of play in others, and even acting for myself… in smaller doses.

This led us off into a (more profitable, IMO) discussion.

cyface @doycet It’s an interesting question. Assuming author is being well cared for, I’d prolly choose actor. But if author bad, actor = painful

cyface @doycet …and thus I’d choose author since I think it’s affects more people at once. If I can stabilize author, back to actor.

Hmm. Okay, I understand, here, what Tim’s saying, I think: “Assuming the story isn’t careening off the rails, I’d rather ‘play my guy’ and not step back into an author-level role unless necessary.”  Which is fine, but not exactly what I was talking about. To whit:

doycet @cyface Not 100% we mean the same wrt ‘author stance’. I just mean ‘playing my guy’ in 3rd person (author), rather than 1st person (actor).

doycet @cyface So, put another way, I-the-player am more comfortable playing in 3rd person than 1st, and wonder if my 3rd-person play reads, to you, as meta-play.

doycet @cyface @mtfierce I think there may be >2 modes: 1st prsn RP, 3rd prsn authorial description, omniscient scene narration, & meta-level “pre-summary”.

Here, I’m basically co-opting Forge-speak terms for stuff.

  • Actor-stance. The way I’m using it, I mean interacting with the game from your character’s 1st person point-of-view.  Obviously, you’re only using info the character knows, and your play is mostly roleplay, in the traditional, non-game sense.
  • Author-stance. You’re still just playing your guy, but the POV is more of a personalized 3rd-person, rather than 1st-person. Your character is still only acting ‘as they would act’, but rather than sort of improv’d roleplay acting, you may be describing their actions and what they say, rather than playing them out.
  • Director Stance. The player actually determines aspects of the story relative to the character in some fashion, entirely separately from the character’s knowledge or ability to influence events. So, the player not only determines their character’s actions, but the context, timing, and spatial circumstances of those actions, or even features of the world separate from the characters. (I do this all the time – it still isn’t meta-play.)
  • Meta-level “play” is, for me, something to be avoided, where you’d doing stuff like “Okay, if I succeed here, this is exactly what happens, and if you succeed, this is exactly what happens…” and then we roll dice (or whatever) and… there’s nothing left to PLAY, cuz we already described every possible outcome, so we just tic a box on the form we already filled out and go on to the next scene.  Some folks (me included) think of this as ‘playing before you actually play’.

So… yeah, if I read Tim’s first tweet as being backed with all this terminology (I rather doubt it was, and good for him), then I’d have thought he was saying I was doing that last thing.  Hopefully, what he was saying was that I was doing more Director Stance wankery (which, to be fair, I enjoy) rather than Actor (which, to be fair, Tim seems to (inexplicably) enjoy seeing me do).

doycet @cyface @mtfierce I’d say only meta-”pre-summary” is sucky “playing-without-play”, but either rules/results analysis -or- bad scene narration can BECOME that thing, by accident.

Now, personally, I don’t necessarily think Author or Director stances are bad – I’m a writer, so of course I enjoy looking at the scene from the CAMERA’S point of view, rather than the actors.  I’d go so far as to say I actually prefer them over Actor stance (full on, first person roleplay) for myself, but I’m at ease enough in my own neuroses to admit that at least one (lesser) reason I find them more comfortable (read: safe) is because when I get into first-person roleplaying in a scene, I get more emotionally wrapped up in the scene.

Well, duh.  Of course I do.  Let me rephrase.

“I’ll actually (sometimes) get more emotionally wrapped up in the scene than I’m comfortable with, and I’m concerned I might  make my fellow players uncomfortable with the level of my emotional involvement (when I play angry, I’ll get angry, et cetera), so I instinctively avoid it… That’s actually happened in the past, and I make me feel a little oogey.”

Said oogeyness is entirely a trust issue, and I really should cowboy-up and let go of my trust issues when I’m playing with the Wednesday group. Feh.

But still… that issue aside, I just plain like author/director modes.

What about you guys?

—-

In a weird bit of synchronicity, Paul Czege made this comment on a thread over on Story Games just last week:

I think lots of indie games have skewed many of us to where our play behavior is more like authoring at each other than it is character play. We play many indie games to use the engine of the mechanics to author something that affects the other players. But the result is, paradoxically, less affecting.

Because for a story to be affecting, it must be made from some of the author’s bare personality and honest identity. When a player’s character is a tool for affecting others, more than a membrane for two-way communication, play is “awesome” but boring. We appreciate the creativity and talents of our fellow players, but have no contact with their identities.

So there’s that. I don’t think Paul is wrong.

“This ends in Mud.”

david-petersen-mouse-guard-4((The title of this session is a tongue-in-cheek tribute to the finest, most awesome line in the new Mouse Guard collection, Winter 1152.))

A player couldn’t make our ongoing PTA season this week, so the remaining players and I opted to do a one-shot with Mouse Guard.

Since chargen takes quite a bit of time for new folks, I ran the whole thing as a series of questions in a (55 reply!) email thread. Here’s what they came up with:

  • Chris: Jerrick is a 33 year old patrol leader originally from Dawnrock. He had a natural talent as a survivalist and leader that led him to the Guard. As a tenderpaw and later a patrol mouse, he specialized in pathfinding, and has a reputation for never losing a mouse in any of his patrols. He is wise in the ways of mice, wilderness, motivation, and tracks. He believes “there’s always another way”, and his Instinct is to protect the mice of his Patrol at any cost.
  • Randy: Faolan is a 20 year old patrol mouse originally from Shaleburrow. He had a natural talent as a fighter; and he is extremely Bold — the guard seemed a natural fit for him… once he could be convinced not to attack everything at first blush. In Lockhaven, he was assigned to Rand (who was on his final wilderness patrol). Rand focused on his training as a scout, but his specialty (and first love) has always been fighting. He is wise in the ways of scrounging and predators. He believes “success comes through victory”, and his Instinct is to always keep a sharp blade.
  • Meera: Yarrow is a 25 year old tenderpaw — unusually old to join the guard, she applied to the guard several years after her home, Walnutpeck, was lost in the Weasel War — an event that left her and all the other survivors of the wonderful, wood-carved town Bitter. She grew up with her parents (Brand and Ivy) and learned the ways of the apiary from them – a common trade in Walnutpeck, whose apiaries were second to none, prior to the War. Her generous nature made her many friends — most of whom are now gone. She deceived the guard about her age and was eventually found out, but was allowed to stay anyway. In Lockhaven, she was assigned to Jerrick, who focused on her training as a healer and survivalist; her training thus far has been… eclectic. She is tough (all those bee-stings) and wise in the ways of weasels. She believes you must “think with your head and act with your heart”, and her Instinct is to always have a second exit available.

Prep was pretty simple: I used the Mission Burner method that someone posted on Story Games, and came up with the following:

PICK A SETTLEMENT
- Pick a settlement one or more of the patrol members are from or have history with: DAWNROCK

(Jerrick is from there, and Yarrow had a friend there – a loremouse named Siaran.)

IN THE PAST
- Weather messed something up there.

(Specifically, Spring snowmelt and rain caused a mudslide that snapped the wheel off the town’s only Mill.)

IN THE PRESENT (YOUR MISSION)
- Important mice or supplies must be accompanied to the settlement.

(Carpentry tools and a Carpenter (Faolan’s old Carpentry artisan to whom he was apprenticed: Sable.))

- Wild animals are creating difficulties for the settlement.

(The possibility exists that creatures emerging from winter hibernation might pose a problem to repairing the Mill — I’m thinking, since we’re on a “mud” theme: Bullfrog.)

IN THE FUTURE
- The difficulties will experience an unexpected twist

(See: Bullfrog.)

The Mission: “This ends in Mud”

Escort Sable (carpenter who once apprenticed Faolan) to Dawnrock with supplies, then help that settlement repair their mudslide-damaged Mill.

GM TURN

1. Get to Dawnrock. Pathfinder Test: Ob6 (Spring).
– ((Conditions Failure: Main person is Tired, helpers are Hungry and Thirsty.)) *OR*
– ((Twist Failure: Mice are on the wrong side of a broad, swampy area that’s become nigh impassable in the Spring Thaw. Ob5 Boatcrafter or Ob8 Survivalist — Failure conditions on this are Tired (lead mouse) or Hungry & Thirsty))

2. Repair the Mill (Complex test – must perform 3)
Scientist Ob5 (Design new wheel); Laborer and/or Health Ob3 (clearing mud and damaged bits – hauling supplies); Carpenter Ob 6; Healer (to help Sable recover from the wet and muddy trip – he’s Sick).
– ((Twist Failure: A bullfrog emerges from his muddy winter hibernation where the Laborer mice are clearing, and decides to have one of them as a snack. Bullfrog Nature 5: Leaping, Croaking, Camouflage, Predator))

PLAYER TURN: Go!


How it Played Out

((None of the players have played MG before. Jerrick has read Burning Wheel. The other two players have read Fall 1152. That’s it. Avante!))

After a brief overview of how the system basically worked, we jumped in.

The scene opened with mud. Snow melt, last night’s rain… whatever the reason, the courtyard in Lockhaven was muddy.

Standing in that mud, staring at a cart (like the one the grain merchant was hauling in Fall 1152) loaded to the brim with carpentry supplies and tools, are Faolan and Yarrow.

Cut to: Jerrick, in Gwendolyn’s study. The matriarch is explaining that, while this isn’t a particularly glamorous assignment, it’s very important; the water wheel on Dawnrock’s only mill was snapped off in a mudslide — although they have many skilled stone masons, the town has no carpenter to speak of; Lockhaven has arranged to provide both carpentry supplies and a skilled carpenter — in exchange, Dawnrock will send down several wagonloads of milled grain in the fall.

Gwen’s captains suggested Jerrick be sent, as he’s from Dawnrock and knows the area.

Jerrick nods, then asks the more pertinent question. “Who’s the carpenter?”

Cut back to the courtyard, where a stooped oldfur toddles up to the guardmouse and tenderpaw.

“Oy! Give an old mouse a hand up onta that cart!”

Faolan peers. “S-Sable?”

“Aye! I be a deputy guard mouse, now, boy! Time to test alla that training I wasted on you!”

“You’re… going with us?”

“Aye! Now… get me up on that wagon! I’ll be able to see for miles!”

“Get. Down.” Jerrick was not in the mood to humor the oldfur when he reached the courtyard. There were younger carpenters in Lockehaven, and he was at a loss as to way this old fool was being sent into the wilderness.

Much cussing ensued, and moaning about having to walk, but eventually Sable got down.

((Thing I forgot: both Jerrick and Faolan have Patrol Captain Harrow as an Enemy — Harrow is the guy behind assigning them to glorified carpentry duty, and the one who arranged for a crotchety oldfur to be sent along. I was GOING to have him show up just before they left to make sure they knew that, but I got so wrapped up messing around playing Sable, I forgot. :P ))

Jerrick, well-known as an expert pathfinder, turned to his newest patrol member. “All right, Yarrow — how about you find us a way to Dawnrock?”

Yarrow seriously considered scurrying away.

((Pathfinder test. Ob6. Yarrow doesn’t HAVE Pathfinder. Beginner’s luck rules, with help from Faolan (scouting) and Jerrick (wilderness-wise), left her rolling 3 dice… needing six successes. Sure. Failure. GM opts for a twist.))

The patrol heads… well, mostly north. Jerrick is stoically silent as Yarrow leads them, refraining from any comment more helpful than “are you sure?”

A long day ends with the group staring at the murky morass of a spring-swollen swamp. Dawnrock lies somewhere on the other side. Doubling back will add another day to the trip; possibly two. Continuing forward will require some kind of boat. Or… raft. or… something.

They decide to sleep on it.

The next morning, Faolan starts scrounging up bits of wood and vine to contruct a viable raft. Yarrow helps out by hauling the stuff (laborer), Jerrick ’supervised’ with motivation-wise, and even Sable “helped”… by criticizing Faolan’s clearly atrophied carpentry skills.

((Boatcrafting. Ob5. Faolan has a 2. 3 helping dice from others, plus Scrounge-wise gave him six dice to roll. 3 success. GM uses a Conditions Twist.))

While the raft that Faolan finally got strapped together was enough to keep the cart (mostly) out of the water, the whole thing was terribly top-heavy and nowhere near big enough for the mice to ride (except for Sable, some of the time). Yarrow and Jerrick waded along on either side of the raft, chest-deep in the water, while Faolan pushed on the thing from the back.

The raft got hung up on tufts of grass repeatedly, and was generally a nightmare to move, but by late afternoon, they had cleared the swamp. Soaked to the bone, they’d had no time to eat — Yarrow and Jerrick were Hungry, but Faolan was too Angry to be hungry.

Oh, and old Sable is sneezing and sniffling and clearly Sick.

Back on “dry” land, they set out for Dawnrock and got there well after dark. It took some talking, but the town guard finally let them in, and let them stay in the guard house — no wandering around town for the strange guardmice, not without the See’s say-so, so Jerrick couldn’t even go stay at his family’s home — nor could Yarrow visit her friend.

The next morning, the guard were greeted by the leaders of the town and enthusiastically led out to the mill site to start on repairs. There was much to do.

First, they decided that Sable needed to be seen to. Jerrick went back into town to find a shop selling medicinal herbs and such.

((Resource test: Ob 4. Player was rolling about 7 or 8 dice, thanks to some help and being in his home town. Easy success, giving +1D to Yarrow’s next roll.))

With the supplies in hand, Yarrow set about making an eye-watering, head-clearing poultice for Sable.

((Healer test: Ob 3. Yarrow’s Healer is 2, plus the +1d for supplies, plus help from Faolan. She got two successes, spent a Fate point to blow up a 6, and got another success. Victory! Healthy old carpenter coot!))

With a revitalized (and aromatic) master carpenter dealing with building a new wheel, Yarrow started leading the laborers as they cleared mud and detritus from the wheel’s final location, and Faolan started cutting down a new axle for the wheel (something Sable figured Faolan could handle).

((Laborer, Ob3. Yarrow has 2. Helping from everyone, including ’supervision’ from Jerricks motivation-wise (best trait EVER). Success.))

((Carpenter, Ob… 4? Something like that. Helping dice abound. Player gets 3 successes, two of which are sixes, but opts not to go for the win, wanting to see what will happen.))

Yarrow is covered pretty much head to toe in mud, ears drooping, when she hears “Y-Yarrow? is that… you?”

Her ears droop further.

It’s her friend, the loremouse Siaran, native of Dawnrock, whom she was hoping to impress with her guard mouseliness (her Goal for this session).

He’s unfailingly impressed and enthusiastic about seeing her, however, and even volunteers to jump in and help with the clearing of mud. He rolls up his pant legs and sleeves, hops in, and starts shoveling with a passion only seen in over-enthusiastic scholars trying to show off.

His shovel bites into the mud and pokes a just-waking Bullfrog right on the nose.

The bullfrog is not amused. It croaks. Siaran croaks desperately back. It doesn’t seem to have much affect.

((CONFLICT! Bullfrog, Nature 5, vs. the patrol. Bullfrog Goal is “Eat Siaran.” Patrol goal is “drive off bullfrog, and keep it from ever coming back.”))

Disposition is rolled. I get 7. Players get 13! (Faolan spent a Fate point to blow up a bunch of sixes.)

Action 1: I script Attack. Players (Yarrow) script Defend (they’re new to scripting, but it worked out in their favor this time). Yarrow rolls her Nature to defend, and throws herself and Siaran down and out of the way of the whipping tongue (taxing her Nature).

I get four successes on five dice. Yarrow gets two, but they’re both sixes. She spends a Fate point, rolls the two new dice, and gets two more successes. Tie!

Action 2: I script Maneuver. Players (Jerrick, with a bow) scripts Maneuver. I get two success, and so do the players (which is a shame, cuz they were rolling a LOT of dice). We both get +2D to our next action…

Action 3: … which doesn’t matter for me, because I scripted Feint, and the Players (Faolan) scripted an all-out attack. I don’t get to roll at all, and Faolan got six success, then spent his last Fate point to blow up some sixes and finish off my last point of Disposition.

The bullfrog, shovel-smacked, bruised, and cut along its flank, flees the area. Awestruck locals cheer.

PLAYER TURN
Jerrick and Yarrow are Hungry and Thirsty, but this is Jerrick’s home town, so mom and pop fix them a nice meal, and that’s all taken care off with no Checks.

Jerrick, introduced to Yarrow’s friend, is very interested in the young mouse’s ability (unhelpful as it was) to speak Bullfrog, and spends a few days speaking of all things Loremouse. (Skill check on Loremouse. Two Success.)

Yarrow, chastised at her terrible pathfinding, gets up on the very highest parts of Dawnrock (which is atop a tall hill along the coast to boot) and takes many notes on the lay off the land she can see for miles and miles.
(Pathfinder beginner’s luck check: Success.)

Faolan’s time is spent more simply — at a pub, regaling the locals with retellings of the fight with the bullfrog, tossing back free (”medicinal”) beer, with cute young (”medicinal”) she-mice perched on his knee.
(Will check to recover from Angry: Success!)

A pretty fun time, even though we kind of forgot to set GOALS for the mission until very near the end. Bah. GM-failure.

Still, a good night, fun had by all (I think). Call it a win.

Love this game.

This weekend…

We painted our house, introduced Kaylee to classic musicals…

And killed a friggin’ BALROG.

If that picture doesn’t adequately convey the power of the Ancient Maiar compared to humble mortals… then I can’t help you.

Rawr.  There was much shouting amongst our merry band of heroes.

Next up: a giant turtle, nesting within the waterworks of Moria.

Then, facing down the Watcher in the Water within the deepest levels of Moria (where it’s retreated after facing a major offensive at the Hollin gate).

[3:16] Actual Play: Reptiloid Chameleon Tricksters in the Goya Asteroid Belt — no way were those actual troopers.

So the player of this episode’s spotlight character didn’t show up for PTA last night (Khaaaaan!), I suddenly needed to run something off the cuff, and we didn’t get started until 7, due to the waiting to see if the Spotlight guy would show.

Right. Zero Prep time, short play-time. Go!

  • Lady Blackbird felt like a little too much prep. Maybe. or something. It felt like too much.
  • A Penny for My Thoughts would have been perfect, but I haven’t finished reading the rules yet.
  • I also haven’t read Geiger Counter or Danger Patrol yet.
  • I couldn’t FIND Ghost Echo.
  • Mouse Guard would have been perfect… if we already had characters done.

And I’m flipping through my PDFs, and say “Okay, how about 3:16?”

3:16 is (on the surface) about Space Marines blowing the hell out of aliens. It’s Warhammer 40k, Spacehulk, Aliens, Starship Troopers (the movie), and not a small amount of Full Metal Jacket and Platoon all rolled up into a thick, fleshy ball, shot full of stims, and dropped out an airlock.

We went with it.

Character generation is fast. Characters have two stats: Fighting Ability (FA) and Non-Fighting Ability (NFA). They have a reputation. They have a name.

  • Merra played Sgt. Trib, who had a rep as a super-positive optimist. Tim’s character immediately dubbed him “Sergeant Happypants”. FA6/NFA4
  • Tim played Cpt. Boll, a cigar-chomping vet who’d been promoted and demoted from Sergeant more times than he could count. FA7/NFA3
  • Chris played Trooper Weevil, who is snarly. FA7/NFA3

Their briefing by the prissy Lt. informed them that an asteroid-belt mining facility had gone signal dark. Command was sending in 3rd Army, 16th Battalion to reestablish comms and make sure nothing had gone amiss.

The troops were warned that Aliens were active in the area: reptilian humanoids with a POWERFUL MIMICRY ABILITY. They were to be DESTROYED WITH EXTREME PREJUDICE.

“How do we tell if someone is a miner or a reptiloid?”
“If he’s shooting at you, he’s a reptiloid pretending to be a miner.”
“What if he’s just a scared miner?”
“He’s a reptiloid, pretending to be a scared miner.”

Note: the actual “alien threat” that I rolled up was Corrupt Troopers with the Armor ability.

So the troopers get in the drop ship and head on down to the mining base. In flight, while the Lt. droned on, the ship is hit with… something and starts to heel over and tumble.

Cpl. Boll immediately pops the back deployment hatch and orders everyone to EVAC NOW!

Weevil and Boll succeed, Trib does not.

What followed was a firefight in the hangar bay with well-armed opponents who had taken out the transport with guided missiles.

Afterwards, the troopers noticed the dead ‘reptiloids’ looked just like dead troopers. In power armor identical to their own. With the same weapons.

Really good camouflage, that.

The proceed into the mining facility tunnels, getting harassed by one of the “enemy” (voiced by Clancy Brown), who taunted them with their ignorance of what Command was really up to out here, and how they didn’t know what they were really being used for, and how the troopers should be joining forces, not fighting.

The Lt. ordered radios shut down.

They came to the mining base/town in the heart of the asteroid. At the center of the company-built town, they found a mass grave and a crudely built monument. The “Enemy Voice” came over the town’s loudspeakers.

“You see what happened here? We were told the miners had been taken over by mind-controlling alien leeches — that we had to destroy them for their own good, and the good of Terra.”

“That wasn’t what happen. What happened was these families wanted better pay. That’s it. We got sent in to gun them down.”

“They aren’t the enemy. Command is the enemy. Terra is the Enemy. You are the enemy.”

A big fight ensued. Tim took a look at all the Threat Tokens on the board, and decided to have a Flashback and name one of his Strengths — a move which automatically wins the conflict and wipes out all the Threat Tokens in Play. Many enemy armor suits were weak-spot-exploited.

Having used a Strength, Boll is now eligible for promotion at the end of the mission… and he’s 1/10th of the way to acquiring his final Strength/Weakness: “Hatred of Terra”.

From that, I think you can guess at one possible arc in this game.

They marines chase down the enemy as they retreat to their own ship, and there’s a final showdown versus the Enemy Voice marine right at the gangplank of the ship, before it flies off.

Once again, he tries to get the troopers to come with him – to see the truth – and to DO something about it.

Then Sergeant Happypants shot him in the face (and considered fragging Cpl. Boll into the bargain).

The end.

Back on the TCST Dortmunder, Cpl. Boll is promoted to Sergeant (again), and the unit requests (and gets) a number of weapon-grade improvements (though Weevil’s request for a tactical shotgun was denied). Weevil’s NFA went up to 4, Boll’s FA went to 8.

We were done playing in a little over 2 hours.

Good stuff. I didn’t have the rules down too well – hadn’t read them in maybe six months – but we muddled through and I only forgot one important thing (NFA rolls out of combat give you a bonus in later rolls).

And honestly? I’d kinda like to play this again and see what happens with these guys. All told, what more do you want out of a quick and dirty night of gaming?


Finally, as promised to the group, a series of links to hacks, tweaks, discussions, and actual play. I marked the particularly good stuff.

Talking about the game:

Hacks and Quick Improvements:

Tools:

Actual Play