Showing posts with label Player. Show all posts
Showing posts with label Player. Show all posts

Friday, November 30, 2012

Victory Conditions: How to Win an RPG.


"How do I win?" The first question most people ask when they sit down to a board game for the first time, and a very appropriate one. Now, ask this question at an RPG and you’ll have bags of flaming dung hurled at you while an army of liberal fascists melt your face with caustic hate speech that would make a clansman blush. Okay, maybe not all that bad, but the idea of winning has gotten a bad rap when it comes to RPGs, and this stems from a misunderstanding of the victory conditions of an RPG.

There are several "#1 rule(s) of gaming," but the one I prefer is “Have fun.” Vague and enigmatic, and much like any good religious text, it is open to vast amounts of interpretation; one man’s fun is another’s torture after all. So, what are we to do?

Well, the first thing you need to do is figure out, "What is fun?" Do you enjoy rules-light systems with a focus on character interactions? Do you like busting out the minis so you can duel the GM in a chess-like battle of wits? Do you enjoy sitting around a table with friends rolling dice and eating Cheetos? Or is it a little from column A and a little from B? Look over your previous gaming career and think about what in the past has tickled your fancy in that special way that makes you keep coming back to chase the dragon. You may even notice that what you find enjoyable may vary from system to system.

I know if I sit down to a Pathfinder game, I enjoy a bit more strategic combat than when I play World of Darkness, and I know that stems primarily from the game mechanics at work and the design of the system. Once you've discovered what it is you are looking for, you can inform your GM or players to what it is you are looking for in your gaming, so your fun will be represented.

Now, as anyone who has ever ordered a pizza can attest, pleasing everyone is not easy, and to believe that everyone in a group will have the same idea of fun is folly; so, this is where you have to put your big boy pants on and understand that compromise is the name of the game. Yes, you may have to endure a few rounds of combat before you get back to the courtly romance, or suffer through an intense negotiation over the party’s fee in lieu of rolling a dice and moving on, but that is life, and if you want your fun, you’re going to have to let others have theirs.

TPKs and Derailing

Now, there are two forms of fun that are universally loathed: the TPK (Total Party Kill) and Game Derailing. If you disagree with this statement, congratulations, your friends probably hate gaming with you. Both of these things can happen unintentionally, and it sucks, but what sucks far more is when a GM or player sets out with this as his goal.

For those of you who may not know what I’m talking about: a TPK (Total Party Kill) is when the GM kills everyone in the party, usually though an unbalanced encounter. I’m amazed at the number of GMs who brag about doing this, as there is no skill involved in it. As the storyteller you have access to an infinite amount of in-game power, while the player’s power is restricted by the rules of the game and what the GM supplies them with. Bragging about a TPK is like being proud of sucking, and unless you’re the reigning BJ Queen of Tijuana, you shouldn't feel this is an accomplishment.

Now, on the other side of the coin is derailing a game. This is the player equivalent of a TPK, but instead of killing the party, you kill the story. This is as easily accomplished as a TPK; just refuse every hook, or take actions to illustrate the restrictions of the story (i.e. attack the king as he’s giving you a quest, heading to town C when the quest is obviously in town A, etc.). Do these things and you will be assured to have a place in the halls of Dickdom, where your obvious disrespect for the time and effort the GM has put into the game will be acknowledged for all time. As anyone who has GMed knows a story is a fragile thing, requiring a lot of maneuvering and quick thinking to keep it on course; it also requires the players to work with you at a certain level to get the ball rolling. If a player thinks he is clever for out-smarting your story's obvious hooks, or feels you've cheated him because, as the GM, you haven’t whisked him away to a land of enchantment and mystery in the first 5 minutes of a new campaign, so now it must die, then he has some entitlement issues, and needs to talk to his parents about how he was raised.

The common thread that both of these victory conditions share is that they target your fellow players and not anything in the game. You are actively being mean to your friends and wasting their time, so unless you enjoy having your time wasted and being cock blocked at every turn, this may be one type of fun that you don’t allow in your gaming group.

Gaming is about fun, it’s a hobby, not a job; if you aren't enjoying it, you are doing it wrong. So quit being a loser, and find the fun.

Good Gamin’.

Monday, September 3, 2012

Miniature Mondays - Jack of Hearts - Bartender



Jack of Hearts - Bartender

Nothing fuels an old west adventure like whiskey, and here's the man to supply it. You can grab your fig here.

Thursday, July 12, 2012

The Three dimensions of character (Part 2) – Sociological


The Three dimensions of character (Part 2) – Sociological

Where and how a person is brought up can effect a great deal about that individual. Factors such as religion, Socio-economic status, and even climate can affect how a person develops and grows, and it is these aspects that I mean when I talk about the sociological elements of a character.

Primarily, our sociological traits dictate our value system. What is good? What is evil? Our determination of right and wrong are strongly affected by the what, where, when, and how of our upbringing.

Let’s take religion for starters. Religion is what supplies most people with the foundation for a moral compass. If your religion dictates that if 3,000 souls are not sent to the underworld every March Jellotrix the Smuckinator will destroy the world in a deluge of grape jelly, then were does killing fall on your moral scale?  If you don’t kill aren’t you damning the entire world to an early grave, is that more evil than ridding the world of 3,000 “evil” souls every spring?  Throw faith and doubt into the mix, and now you got some story fodder.  What if your character is at 2,999 souls at 11:58, on March 31st and the only person nearby is his son? Does he hold fast to his faith, or give into doubt, and what effect will the result have on his world view? What does it mean if nothing happens? Take a minute to think about your character’s relationship to the divine. What are his beliefs, and how strongly does he hold them, and why?
Socio-economic status is another important factor. Is your character rich, or poor?  Does he know the value of a hard days work, or has he never worked a day in his life? Supply and demand, our level of need dictates the value we place on things. If you have a hundred swords, but only one loaf of bread what do you place a higher value on? The ease in which you acquire your livelihood is also a factor in your value system. A farmer, who toils sixteen hours a day in the fields, sees his purse much differently than an aristocrat living off his father’s wealth. So, think about how your character earns his living. In which socio-economic strata he was raised. What resources were plentiful and which were scarce.


There are many other factors that play into the sociological aspect of your characters background.  Look to your own past, think about the people, organizations, jobs, hobbies, climates that affected your development. What values did these relationships instill?  Where we come from says a lot about who we are, and this is just as true for our characters.

Next up, the psychological.

Thursday, June 28, 2012

The Three dimensions of character (Part 1) - Physiological



The Three dimensions of character (Part 1)

A common criticism that gets thrown around about characters is that they are two dimensional, implying that they lack depth; all surface and no substance, all sizzle no steak, etc. If you have studied writing you may also know this means that the character lacks one or more of the three dimension of characterization; physiological, sociological, and psychological. As a gamer these dimensions might sound more familiar in the context of Strength, Wisdom, and Charisma, and they will definitely serve as a starting point, but as we all know a character sheet hardly a character make. So, let’s take a gander at how we can utilize these dimensions to generate a well-rounded character background.



Physiological

This is the most surface of the three dimensions. Physiological elements are things like eye and hair color, his race, or even that scar he received from the Orc Chieftain who killed his parents, and now serves as a reminder of his oath of blood vengeance against all Orckind; you know stuff like that .

Physiological elements are important to a well-rounded character. They are the very first impression when we meet someone for the first time. Now, I know what you’re saying(‘cause I’m watching you through your webcam), “I never judge a book by its cover, because judging people by their appearance is wrong, we are all onions…blah blah blah”, yeah, we’ve all seen Shrek, but it doesn’t change the fact that if you have a giant pulsating boil on your eye and reek of old cheese and shame, a normal human is going to generate an immediate opinion about you before you say one word.

So take a minute, close your eyes and picture your character. What does he looks like, what’s he wearing, does he have any distinguishing marks.  Imagine you are describing him to a police sketch artist, try to go beyond the basics, think about what your character's features say about him? What trappings are associated with his profession, his upbringing, hobbies, etc?  What distinguishes your character from the masses roaming the streets of the city?

Remember to keep it brief. If no one wanted to read your 300 page novel about your character's struggles before he reache level one, they definitely won't sit through a rambling diatribe about each one of your characters nose hair.  Use strong adjectives, simile, and metaphor to paint a picture in the mind of the listener. Get a thesaurus, or find one online, in most cases one word can do the job of three, or four.

Of course in lieu of all this writing nonsense you could always draw your character, find an image on the web that resembles your character, or even decide who would play the character in a movie. In fact, this is a great way to find inspiration for your character, with the abundance of art work at our finger tips, thanks to the internet, you would be hard press not to stumble across a picture that conjures up a compelling character.

So, let’s get the ball rolling, here is a list of questions you can use to flesh out the physiology of your character:

·         What is his/her:
o        hair color?
o        eye color?
o        skin tone ?
·         Is your character:
o         short or tall?
o         Ectomorphic(skinny), mesomorphic(average), or endomorphic(stocky)?
o        muscular, or scrawny?
·         Does your character have any distinguishing marks? (tattoos, wrinkles, mustache, scars, piercings, scales, etc)
·         What does your character smell like? (old garbage, fresh soap, pungent perfumes, etc.)
·         How does your character sound?
·         Does the character resemble someone, or something?
·         If this was a movie who would you cast to play your character?

So now that we’ve started to piece together what our character looks like we need to move on to the next aspect of characterization and that is the Sociological.