April 28, 2006

Memphis

Filed under: gaming — Matthew Glover @ 10:04 am

Last weekend Deirdra and I went up to visit my parents in Memphis (and fix their computers, natch). While we were there, we got to visit some very old friends of mine that I haven’t seen in years. One of them had a birthday and remembering his fondness for comic books, I picked up a copy of Capes from my Friendly Local Game Shop.

While buying it, I was thrilled to discover that a shipment from Indie Press Revolution had just arrived. There were copies of The Mountain Witch and Polaris and Inspectres and Dogs in the Vineyard and a bunch of other games that I’m fairly certain never would have made it to Jackson if I hadn’t been pushing indie games in people’s faces. That really makes me feel good.

So anyway, we roll up to Mempho, fix computers, hang with the parents, and Saturday night we hook up with my old pals Davery, Jaime, and Jeff over at their place. I haven’t seen Davery and Jaime in about four or five years and even longer for Jeff. Another old friend, Aaron, showed up as well. It was a pretty great reunion. We talked comics and movies and television. We talked roleplaying games and video games. I gave Davery his copy of Capes and ran a demo for them and they all seemed pretty excited about the potential. I showed off some of the other stuff I’ve been playing and Primetime Adventures really seemed to grab their interest as well.

On Sunday we again met up with those guys and en masse we drove out to Horn Lake to meet up with some other friends, Jerm and Krissi and their friend Maddie. I’d been trying to introduce the two groups for a while and being able to do so in person was a real treat. We played through a quick hand of Fluxx, a card game that I keep forgetting to pick up, and then I pulled out my Capes demo again to show Jerm and Krissi.

Jerm cooked some burgers and brats on the grill for everybody and we spent the rest of the evening watching Sopranos, talking about games and gaming, and I’d have to say that it was a fine old time.

My one regret is that I didn’t actually get to really play a game with any of these people. Some of my fondest roleplaying memories are with these folks, and I’m really eager to sit down and play some of these cool new games with them. I’m really hoping that I’ll get to go back to Memphis soon and make this happen.

nunchucks 1, knee 0

Filed under: kung fu — Matthew Glover @ 9:04 am

In kung fu this session we’re working on three weapons rather than just one. A lot of the basics are the same for all three, so they kinda fit together. We’re doing single stick (as in escrima, about 26″ long), fan, and nunchaku.

While waiting for everybody’s weapons to arrive, we spent a couple of weeks just working on basic stuff with the stick. A lot of the blocks and thrusts and some of the strikes that we use with the stick are exactly the same for the fan (closed) and the nunchaku (both sticks held together in one hand) so we were getting that stuff out of the way for everything.

Since we started this session, I’ve been going to all three classes available on Tuesdays and hitting both Beginner and Intermediate/Advanced on Thursdays because I’ve felt like my endurance has suffered over the winter. I hate winter. Cold weather always makes me sluggish. Now that it’s warm I’m feeling better and I want to get back on track. Finishing up a long, tough, exhausting workout always leaves me feeling good. Maybe it’s endorphins, I dunno. I go home feeling like a washrag that’s been wrung-out. Like all the fat has been stripped off my bones just leaving muscle and sinew. It makes me want to take a shower and then go out for a steak. I love that feeling.

On Tuesday I had to skip class. I picked up a sinus infection and it layed me low for a couple of days. Of course the first class I miss in months is the one where we start on the new weapons. No big deal, though. I catch on quick.

Still not quite back to healthy, I skipped Beginner on Thursday and just went to Advanced. While we waited for class to start, Shana showed me how to check to see if I needed to adjust the rope and I think mine is a little too long. It was good enough for one class, but my hands got pinched on some of the rolls.

On the nunchaku we covered some basic transitions, rolling from a forward grip over the back of the hand to a reverse grip and vice versa. We did some figure-eights, then added the rolls and the eights together. We learned how to wrap the flying end around the body so that the energy is absorbed softly and bounced back to change direction, rather than just smacking yourself. We practiced some double-bounce moves like going from an over-the-shoulder grip to a horizontal swing, bouncing around the waist to change direction, then around the thigh to change again, then back to the grip. Stuff like that.

We had to work all these moves with both hands. I’m solidly a righty. Usually anything I try to do with my left hand is a disaster. With that in mind, I was surprised at how quickly I got accustomed to the chucks in my left hand. I was doing everything really well right up until I nailed myself in the left knee. Wow, that was excruciating. I can barely walk on it today. I should’ve known that getting real chucks was a mistake. I’m buying some foam practice nunchaku before I give myself a concussion. Maybe the ones from Target that talk.

We also got started on the fan form. We don’t have a stick form in this level, though we did practice the short sequence we learned in Black Belt Club awhile back. We don’t have a nunchaku form, though Adam mentioned that we may have to do a minute of freestyle spinning with them for our test. We just have the fan form. We’ve only gotten about seven moves into it, so I don’t have much of an opinion of it yet, aside from being surprised at how easy it is to make the fan flash open with that loud POP. It’s easier than it looks. The hard part is getting the thing all the way open and holding it there. Closing it completely is a little tricky too.

April 23, 2006

This Week’s Del.icio.us bookmarks

Filed under: general — Matthew Glover @ 11:04 pm

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April 20, 2006

Dysfunctional play

Filed under: gaming — Matthew Glover @ 3:04 pm

While reading The Forge, I ran across a post from Ron Edwards that managed to neatly summarize one of the main reasons that I started looking for new games to play, new gamers to play with, and eventually just stopped roleplaying entirely. It’s long, so I’ll pick out the most relevant portion:

OK, now I want to talk about this trend (and as you can see, it’s definitely not the only way to play Champs, or even a textually-supported one, but it is very common): very formal rules-specific fight scenes, embedded in totally dialogue-driven, totally GM-verbally-managed interaction and “go here do this” scenes.

Although Ron’s talking about Champions, my big frustration was with D&D. In any case, what he describes is utterly familiar. Fights were conducted like a tactical miniatures wargame. Everything outside of fighting was “just roleplay it” and the GM ultimately decides what happens. It was understood (though never spoken aloud) that you were never to try to diverge from the GM’s plan.

I want to emphasize that I was a master of such GMing. The players could say “we do X” and “we do Y,” and wouldn’t you know it, because I could frame the scenes and because I could run the NPCs as reacting how I wanted, the scenes would proceed one by one … and we’d always end up at the set-pieces that I had planned.

When I was running Feng Shui, I quickly learned how to do this. My preparation method for a session pretty much required it. Games were built around three or four set-piece fights, so it was absolutely mandatory that players move from A to B to C to D. I didn’t realize that by setting things up this way I was removing any opportunity for the players to make meaningful choices about the events occurring in the game. I was under the impression that what I was doing was “how it should be done.”

And you know what? It didn’t matter either what happened in each fight. Maybe they’ll beat on someone, maybe they’ll get beaten on. Champs is wonderfully predictable for combat, as combat mainly involves grinding down opponents’ considerable resources. And here’s the dirty secret of such GMing … if the heroes do manage to pull off a cool combination and knock out someone important, you can always transfer the “important stuff” (the secret of the master plan, etc) to someone else who got away.

So the fights become set-pieces which are just plain fun to run when everyone knows the rules, and players can work out little grudges against this-or-that villain, and buildings can get blown up. But the story or sequence the GM is working through can proceed as planned, pretty much no matter what. With a GM this experienced, he will never have to worry about stomping the characters into the dirt, except when he wants to, or about them totally stifling the Master Plan too early. You guys get to play your characters, he gets to write/present his story, you get to appreciate the story, and … and, that’s it.

This was the feeling that led me to write reams of forum posts about how I never wanted to play fantasy games again because I was tired of them. I’m just now getting to the point where I can stand to consider playing a fantasy game, as long as it’s miles and miles away from D&D or anything else remotely traditional.

What I didn’t realize was that I wasn’t tired of fantasy, or even tired of D&D, really. I was tired of being railroaded and tired of the thin illusion of control. I was tired of watching while the GM’s story plays out in front of me while I have no real impact on what happens. Tired of a situation that I can’t really win or lose because the outcome is already written up in the GM’s notes.

Two things are crucial to preserving this sort of play, over time, which I used to do and which you guys are obviously doing as well.

1. Out-of-combat, interactive skill use is flat out. The GM uses these features on your sheets as fiat methods, period, and if they can’t work because it doesn’t suit his plans, he ignores them. Your character is smart? Oh - well, not that smart. The master illusionist is just smarter, OK?

This is crucial because this approach to play requires managing those out-of-combat scene framing events, managing the necessary interactions (”they’ve gotta really hate this guy”), and managing the information flow from scene to scene. All this must be under one man’s helm, or all will become chaos.

2. In-character dialogue, “if you say it he said it,” and character-only knowledge are also crucial, not because of any aesthetic values they have (the usual justification), but because they fiercely limit your (the real person’s) ability to influence these scenes either. “Wait, doesn’t that mean Bat-Shriek is really Killjoy’s brother?” “Hey! You’re not there!” The flow of information, revelation, insight, and judgment is under that helm too. You guys, you’re there to appreciate the SIS through the GM, and such interjections smack too much direct contact with it, and contact with each other about it.

These techniques were not only common, they were considered to be the correct and proper way to play. Suggesting anything outside these practices was written off as “rollplaying, not roleplaying” or “metagaming” or some other similar dismissal.

All right, I’m not really trying to bust on your GMs. I do understand the kind of play that’s going on … but long experience leads me to think that you, right this minute, are at the cusp of realizing that somehow … everything seems to be becoming …repetitive. Are you really having a blast with each spotlight? You qualified it, when you said so. Is warping the very fabric of space and time actually as fun as stopping a bank robbery was, back when your character had only 272 points? I mean, you guys are turning to alternate futures and pasts … what next? When do the situations collapse under their own escalating weight?

This sums it all up. Repetitive was my watchword. Every game felt like every other game. I no longer had fun even when the spotlight was shining (on me or on us as a group) because I felt like though the dialog wasn’t scripted, everything else was. All roads lead to Rome. The only part where I really felt free to do something interesting was during combat, which grew more and more cumbersome as we increased in levels and added on more modifiers and equipment and conflicting spells and abilities.

At the time I didn’t quite know what the problem was, I just knew I was getting bored and tired and unsatisfied.

With the help of guys like Ron over at The Forge, I understand now what was making me so unsatisfied and what it was that I wanted instead. I know how to get it. Right now my biggest limiter is trying to find the time for a regular game.

April 18, 2006

capes demo and narrative observations

Filed under: gaming — Matthew Glover @ 11:04 am

Last weekend our friends Lora and Jon came to visit. Jon’s into gaming but wasn’t familiar with any of the indie games that I’m all about these days, so over Indian food I ran down the particulars on Capes, Dogs in the Vineyard, and Donjon. Deirdra jumped in with InSpectres and Primetime Adventures. Jon seemed intrigued by the shared narrative responsibilities and stuff, so I (of course) offered to demo Capes for them.

The next night we sat down to play the quick demo scenario I’ve been using. Lora and Jon picked the two villains I wrote up so Deirdra and I took the heroes. I ran down the basics, and had each player pick one of three prewritten Goals that we’d all fight over, then took my turn first to show them how it’s done. I picked on Lora. The Goal that Lora chose was targetting my character, but more importantly it let me get her involved from the first moment. I knew that she had very little tabletop roleplaying experience, so I wanted to engage her immediately.

I narrated some stuff to set the scene, then launched into a brutal narration of my hero attacking her villain and cutting off her hand. There was some other stuff as well, but that was really my selling point.

Now I’ve run this demo (or ones like it) dozens of times. Somebody’s always getting sliced up. One of the heroes has sword handed down from his ancestors, a sword that was stolen by his clan’s enemies and reclaimed recently, a sword that one of the villains wants to break. You say “sword” that many times and it’s guaranteed that somebody’s getting cut.

I’ve seen legs and arms hacked off. I’ve seen people cleft in twain. Typically it’s no big deal, as most of these characters have accelerated healing factors or regeneration or something like that. Usually somebody gets a limb severed and then on their own turn they just narrate it regrowing. In this case, though, Lora didn’t. She used her character’s superhealing to close the wound, but spent the rest of the fight waving around a nub, which I found fascinating.

In my experience running Capes demos, giving people complete narrative freedom has some pretty predictable results. Some people want to narrate away everything you do. You say “I knock you down and take away the gun.” They say “I get back up and take it back.” “I cut off your hand.” “It grows back.”

Some want to narrate things that you can’t undo. Kids especially will say things like “And then I cut off your arm, um, and then your leg, um, and then your other leg, and then I kill you and throw you into space and you burn up in the sun.” Of course this doesn’t really work in Capes. This tactic is especially amusing/frustrating when combined with the guy who immediately overwrites. “I come flying out of the sun, whole and unharmed.”

On the other hand, some people consider prior narration to be something that should not be negated. They recognize that the best story comes from accepting the contributions of the other players rather than rejecting them. What I find interesting that this attitude comes most naturally from people who have very little or no experience with roleplaying games. It’s the people who have gamed for years who are most likely to try to “win” by riding roughshod over the fiction that’s being created.

April 16, 2006

This Week’s Del.icio.us bookmarks

Filed under: general — Matthew Glover @ 11:04 pm

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shasticon

  • Matt Wilson :: Weblog :: A Feminist Gaming Manifesto
    The author of the totally awesome Primetime Adventures has a really good blog post on gaming as it relates to feminism. Tagged as: [blog rpgs society]
  • Bitch Ph.D.
    A really awesome blog entry about abortion rights. Tagged as: [belief law politics prochoice society]
  • How to win on conservative talk radio
    The trick, I’ve learned, is to be un-interruptible. Respond with short statements and challenges that make their point right away. And then shut up–don’t try to restate the point again. Tagged as: [belief kook politics society]

April 9, 2006

This Week’s Del.icio.us bookmarks

Filed under: general — Matthew Glover @ 11:04 pm

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shasticon

  • Dark Miracle —
    Joshua Ellis visits Los Alamos and Trinity, the site where the first nuclear bomb was detonated. Tagged as: [art science]
  • Michael Jackson’s Credit Card
    I love a good prank, and zug.com does some of the best. In this one, John Hargrave stages a fake Michael Jackson appearance at a celebrity charity concert. Tagged as: [conspiracy humor kook music video]
  • Beyond Robson | Mutiny at the Cafe
    Four employees, sick of slave wage labour and an ungrateful boss, up and left. Walked out, en masse, in the ultimate act of defiance against corporate middle management. Tagged as: [humor society]
  • The Observer - Battle for the moral ground
    An article on the Mississippi anti-abortion bill from a UK paper. Tagged as: [belief health kook law politics prochoice prochoicemississippi]
  • CNN.com - DeLay calling it quits - Apr 4, 2006
    U.S. Rep. Tom DeLay, the former House Republican leader whose tactics earned him the nickname “the Hammer,” said Tuesday he will resign from Congress and drop out of his re-election race to protect his seat from a Democratic victory. Tagged as: [law politics]
  • Deep in the Game: When it all falls down
    A diagram of dysfunctional roleplay group dynamics. This is encouraged by bad game design. Tagged as: [design rpgs]
  • docbrite: Not OK
    Poppy Z. Brite on why New Orleans is still in terrible shape. Tagged as: [law politics society]

April 2, 2006

This Week’s Del.icio.us bookmarks

Filed under: general — Matthew Glover @ 11:04 pm

Shared bookmarks for del.icio.us user
shasticon

  • Testing Darwin’s Teachers - Los Angeles Times —
    Students are openly hostile to evolution. This is the world we live in, where things that are demonstrably true, science that is proven to be sound, evidence and fact and truth itself are rejected in favor of misinformation and outright lies. Tagged as: [belief science]
  • Prime Numbers Get Hitched —
    I love math. It’s like the universe is a huge library written in a secret language and every time we figure out another word of it, new possibilities open up. Tagged as: [mathematics]
  • House votes for pay raises - The Clarion-Ledger —
    Mississippi state employees may get raises for the first time in three years. Tagged as: [money politics]
  • SNAKES ON A PLANE: The Roleplaying Game of Personal Discovery Dire Combat And Motherf&*%ing Snakes
    Once the snakes have been released, we enter the after-goddamned snakes stage, or AGS. During AGS, every action other than dialogue requires task resolution. If you want to go to the bathroom, roll your Nerve. If you want to punch a flight attendant, roll Tagged as: [humor movie rpgs]
  • Seibei Industries . o O ( Intramural Zombie Hunter )
    I’ll be getting this shirt asap. Tagged as: [wishlist]
  • Libertyville Abortion Demonstration
    Someone asks pro-life protesters “If abortion is made illegal, how should we punish women who get illegal abortions?” It’s shocking how many of these people have been doing this for years without ever thinking of this question. Tagged as: [belief law politics prochoice prochoicemississippi]
  • Vets drown out funeral protest - 03/28/06 - The Detroit News
    What’s the most obscene way to display our homophobia? I know! Let’s picket the funeral of a soldier! Tagged as: [belief kook politics sexuality]
  • The Blog | Jane Smiley: Notes for Converts | The Huffington Post
    Bush supporters: This is what you voted for. This is what you put in office. This is what you did to us, you bastards. Tagged as: [politics]
  • Make Blank Books, Sketch Books or Repair Paperback Books with a Simple Japanese Bookbinding Technique — a Tutorial
    I’ve used this technique to bind several roleplaying games that I bought in pdf format and printed. Tagged as: [art books design diy pdf rpgs]
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