Gaming

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I’m supposed to be gaming right now, but Sarah had a going away party for a friend and we couldn’t get a sitter, so I was on kid duty. I’m bummed because the game is fun, but as I was kissing my wife goodbye and getting our daughter ready for bed, I wondered if I was bummed enough.

I know that sounds silly, neurotic even. What I mean is I wonder if I am becoming a “beer and pretzels” sort of gamer. According to Robin Laws, this is the guy who games because it’s fun, but also because he doesn’t have other stuff to do. Gaming is a diversion that’s done primarily as a social activity. If the game doesn’t happen (or if something better comes along) it’s not a big deal.

I’m not there yet. Gaming is important to me. I enjoy the folks I game with, but the game itself is important just as much as the social aspect. I like the combat and the unfolding story. But I am certainly not as active a gamer as I once was. Despite my DM’s best efforts, I don’t really participate outside of the regular Fridays (on the wiki and such). Time is certainly a factor, but I think a lot of it has to do with work. I’ve come to realize that the mental energy that powers my writing and teaching is the same as (or very similar to) the juice that powers my gaming. It’s no accident that my gaming peaks are in the summer when my work load is much lighter. It’s not like I cut grass for a living, which would require a different sort of energy, leaving plenty of the creative juice for gaming.

Do other folks feel like this? Or am I just weird?

I am cheating a bit and taking this from a post I made in a thread about megadungeons on Circus Maximus, but it’s late on Friday and I want to go home:

I am a big megadungeon fan. I ran an Undermountain campaign for over a year. The players would explore the dungeon, do city adventures in Waterdeep, get gated to somewhere else by a trap, come back, etc. There was politics, as various parties were at work in the dungeon and the city above.

Key to megadungeon success, I think, is keeping track of what happens and incorporating that back into the party’s exploration. I remember that a room in Undermountain had a trapped coin that would explode in fire when touched, then the coin would burn its way through the stone floor. The first time through the party cleric picked up the coin and was incinerated. Every time the group went through the room again, they’d see the hole in the floor and the charred stone around it. It became a landmark!

I’ve seen discussion on some old-school blogs that say the megadungeon doesn’t literally have to be a dungeon. That is, you can build a wilderness like a megadungeon, with some of the basic design principles involved in the construction and operation of the game.

Any megadungeon thoughts?

My friends over at Scratch Factory have offered up a very nice post on episodic versus serial structure and how they can be used in one’s game. As you can see from the comments, I’ve gotten into a bit of discussion with them. I don’t disagree with them, really; I am just trying to work out the relationship between their narrative ideas and my own developing old-school sensibilities.

My initial reaction to the post was a general wariness that other narrative structures have only limited use in a game that tries to cultivate an old school feel. This is due to two key old-school features: emergent story and randomness.

Emergent story means the games overall story emerges out of the transactions of the PC’s with the world. It’s not planned in advance by the DM. Thus, there’s no meta-plot the PC’s must follow. There may be cultists trying to bring back the evil OverGod to reign destruction on the world. The PC’s may have even seen hints of such activity. But that’s not what the campaign is about. The PC’s don’t have to stop them. If the evil OverGod doesn’t come back, then someone else stopped them (with the accompanying loot and accolades). This makes it difficult to achieve a true serial structure, as such a structure demands meta-plot.

Randomness, in terms of encounters, treasure, and even PC death, seems to be another key feature of old-school gaming. Sure, some things are decided in advance, but letting the dice decide is also important to the general feel of an old-school game. There’s a continuum here, too. I’m still trying to figure out how much randomness my players and I are comfortable with in my game (that’s probably a different post). But the presence of a high degree of randomness would seem to get in the way of a lot of imposed narrative structure, since such structure depends on certain events happening at certain times in the session for maximum dramatic effect and good pacing. I’m not opposed to good pacing or drama; I’m just trying to figure out how they are compatible with key old-school elements.

These two factors complicate the ideas of serial and episodic structure and their presence in old-school games. They bring up general questions about the relationship between how other mediums structure themselves (TV, in this case) and how RPG’s structure themselves. Big thanks to the Scratch Factory guys for prompting these thoughts.

Also, DriveThruRPG is giving away a lot of RPG material for a $20 donation to Doctors Without Borders to be used in the Haiti Relief Effort. Donate and get games!

I’ve never been good with regular scheduled updates, but here’s another attempt. Every Friday I will try and post a gaming-related post. Sometimes it will be personal recollections, sometimes it will be reviews or thoughts on games, other times it will just be a descriptions of what sort of gaming I’m doing now – with references to my specific campaigns. I figure any blog about my interests in popular culture from my particualr point of view is incomplete unless I talk about gaming somewhere, since it’s been such a big part of my life for so long.

Friday is a good day to do this because it’s the day I game. Having a regular schedule for posts will hopefully make me write more, focus better, and will let readers know what sort of post they’re getting on Fridays.

Currently, I am playing in one table-top RPG and running another. Tonight is our regular game night for a Pathfinder game run by my friend Dustin. We play every other week, rotating locations between our respective homes. We now have a core group of four players, with two folks dropping out just this week. (If you’re looking for a game. . . ). Now, let me tell you about my character (inside joke). I dig this game a lot. The Pathfinder ruleset is a nice blend of 3rd & 4th edition D&D, though it leans heavily on 3.5. Dustin runs a good game, with plenty of details, well-planned encounters, and fun NPC’s. The game is EPIC, involving the (possible) impending destruction of the world. And it’s set in Mystara, which nicely scratches my nostalgia itch. Currently, we’re on the Isle of Dread! The past two sessions have featured a vampire, a hag, dinosaurs, carnivorous plants, and a giant ape. It’s awesome.

The game I am running is in semi-hibernation due to Wednesday (teaching) and Thursday (church) night commitments, so we are only going to meet once per month or so until May. I’ve got five players which do a good job of showing up regularly at my house, often with food and beer! We’ve recently converted from 4th Edition D&D to some sort of crazy Moldvay/RulesCyclopedia/Labryinth Lord mashup of old school fun. That transition itself probably deserves a few posts of thought, so we’ll get to that in the future.

Other than the regular every other Friday Pathfinder game and my semi-regular old school game, nothing else is planned. I’m not even going to make it to the January NC Game Day :(

Lots going on here. And by “here” I mean “in my head” more than just us being busy. I’ve got lots of fairly unfocused thoughts flying about, on all sorts of topics. There’s the usual teaching and committee work. I’m plugging away at the philosophy of travel research and writing. And I’ve been doing lots of thinking about gaming, as the previous post attests.

Thus, when today’s blog entry by Neil Gaiman led me to Curious Expeditions, I gave a small squeal of delight (hopefully unnoticed by by coworkers and students), because this blog is filled with photos and articles of the odd and wonderful that feed both the travel and the gaming fires. Seriously, look at the latest entry on The Dark Church. Doesn’t that make you want to go there? Or, barring that, plan an adventure where the PC’s are chased down that dark and narrow staircase by some Unspeakable Horror?!

Maybe that’s just me.

I am seriously thinking about transposing my 4E D&D game into a BXCM or retro clone game.

This may not mean much to most of you (or simply be gibberish to most of you), but it’s giving me fits.

I am going to be running a 4th Edition D&D Game in a couple of weeks.  Right now, the game is just going to be a trial run of the rules and a filler sort of game since our regular Pathfinder game is on hold. I hope, however, that folks like it enough to make it a regular campaign at some point in the future.  Here’s the brief introduction I wrote for the players:

You are all gathered into the Town Hall of Westford along with perhaps 70 other people — men, women, dwarves, halflings, even a dragonborn or two stand out in the crowd.  Some you recognize.  There’s Mayor Whitfast, standing at the edge of the small stage.  There’s Onyx Crandal, the dwarven captain of the town guard.  In a darkened corner is a man who must be Baerd, a noted ranger and trapper who wanders up and down the river.  Are all of these men part of the Expedition?  You were told there were only going to be 40.  Surely some must be simply curious.  There’s no way that Porthos, that fat priest of Erathis, is going West.

A tall, well dressed man moves to the center of the stage.  His clothes mark him as a nobleman, likely from Navan.  But his boots are worn, as is the grip on his jeweled-hilted blade.  He looks like a man who can handle himself.  This is Brandin Merriwether, one of the leaders of the Expedition.

He looks out over the assembled crowd and speaks in a voice that is used to command: “I see that the efforts to keep some degree of discretion were for naught,” he says as he flashes the Mayor an annoyed glance.  “No matter.  The town ofWestford ought to know what is happening beyond the river.”  He pauses slightly, as if gathering force for his words.  “As all of you know,Westford sits at the Western edge of The Kingdom of Lienster, ruled these six years by his Majesty, King Thomas the First.  Beyond the river Moy ,” here he gestures with his left arm, toward the broad river that lies on the edge of town, “lies what some of you call the Trackless Forrest.  Others call it the Darkwood.  Whatever you call it, few of you have ever set foot on the Western banks of the Moy, much less ventured beyond it’s floodplain into the deeper forest.”  Here, Brandin’s eyes linger for a moment on Baerd.

“That’s ’cause it’s cursed, ye silly silverbooted noble!” someone shouts from the crowd.  Brandin looks like he’s about to reply, but then another man takes the stage.  This one you don’t recognize, but he’s tall, with a close cropped beard, salt and pepper hair, and a crimson robe.

“How right you are, commoner!” his voice booms across the hall, silencing all other speech.  “Or, to be precise, how right you were.  I am Corvallis, third apprentice to Jaheris , High Wizard to his Majesty Thomas the First.  And, the land across the river was cursed, by magic more powerful than you could ever imagine.  You see, what you call theDarkwood was once known as Tigana, and was the ancient home of the Elvish kind.”

More murmurs at this.  Elves?  Really?  Most of these folks had never seen an elf in their life.  Many, no doubt, thought them creatures of myth.

“That’s right.  For thousands of years, Tigana was the pinnacle of elvish civilization.  Then, for reasons we do not know, their civilization began to fade.  There were wars with evil, certainly.  Or perhaps they were simply tired of this world and retreated into the Feywild.  But before they were all gone, they banded together to invoke a ritual of such tremendous power, it’s like has never been cast again.  We simply call it the Ritual of Forgetting.  For what it did was prevent anyone who enteredTigana from remembering where they had been.  Some wandered out, but could not tell anyone where they had been.  Others were simply lost in the forest.  Soon, people stopped even trying to find their way.  The name Tigana became lost to legend, the forest came to be thought haunted and evil, and the elves were mostly forgotten, which was what they had intended.”

“As best we can tell, the Ritual of Forgetting was cast perhaps 200 years ago, not so long in the life of an elf, but many human generations.  Other creatures, fell and dangerous, began to overtake the forest and elven lands.  I’m told you have had some kobold raids here in Westford.”

Many in the audience nod.  A few spit curses onto the floor.

“For whatever reason, the Ritual of Forgetting has begun to fade.  Travel into Tigana is likely possible again.  While some lingering and unpredictable ritual effects perhaps remain, the magic that has guarded this land has subsided to the point where an expedition into Tigana is possible.  His Majesty believes such an expedition is necessary.”

Wait.  Did he say “likely possible”?  You were told this was simply exploring an unknown land.  No one said anything about ancient elvish curses.

Merriwether steps forward again.  “King Thomas believes that now is the time to send an expedition into Tigana.  The purpose of the expedition is to map this unknown land, establish contact with any elves or other civilized races who now reside there for the purpose of friendship and trade, and retrieve any useful knowledge left behind by the departed elves.”

Hmm. . . he said “knowledge”, but you no doubt picture stacks of elvish coins and shiny gems.

“Ladies and gentlemen, the King wishes me to convey how important this expedition is to our great kingdom.  Not only do we  have the potential to expand our border westward, advancing civilization and keeping evil forces at bay, but we have reason to believe that Cadiz and possibly Vostaad are sending forces into what was once Tigana .  If they gain trade or powerful magics as the result of their expeditions, then the security of our Kingdom could be threatened.  The 40 of you who have been selected for this expedition are doing a great service to King and Country.  History will remember you!”

You hear someone mutter “if that curse doesn’t cause everyone to forget.”

“The Expedition will depart in a fortnight.  Prior to that however, I have a special duty for some of you who have signed on.  The rest of you go about your duties and rest while you can.  I need the following people to see me now.”

You just knew he was going to call out your name.

I am in my friend Tim’s study, in Farifax, VA, after spending the weekend a Prince William Forest Park in Virginia. Tim, Rich, and I had our annual guys weekend, which consisted of hiking, gaming, and (this time) camping at a cabin in the park.  Here are some things I learned:

1.  Ticks suck (pun fully intended).  I’ve pulled three off of me this weekend.  Yuck.

2.  Prince William Park is very cool.  There are good hikes there — we covered maybe 10 of the 37 miles of trails.  There are assorted campsites (RV, cabins, and primitive), bike trails, a senic loop to drive, and lots of things to see (nice wildlife, an abandoned pyrite mine).  It’s only 45 minutes from DC, yet the park was not at all crowded in a summer weekend.  The cabins we stayed in were built by the CCC and used by the OSS for training in WW2.  Ours had a fan, a light, and a mouse.  The later was extraordinarily brave, venturing accross the floor while we simply watched it wander around.  Our first night, it ate a small hole in our trash bag to get at a corn cob, but didn’t get into anything else.

3.  It takes a long time to boil water on one of those tiny backpacking stoves.  Much better to simply start a fire and put the pot over it.

4.  D&D 4th Edition is pretty cool.  Tim ran a game for us on Saturday night, at least until we were too tired to go on.  All the powers and stuff takes some getting used to — out first combat took a long time and we almost died, but as we figured things out we were faster and more effective.  While it is pretty cool, it didn’t wow me enough that I’m going to switch systems tomorrow, though.

5.  I need some better gear if I am going to do more outdoor stuff.  First, a real stove that can actually boil water in under 30 minutes.  Second, a lantern.  Third, some non-cotton clothes.  Granted, those first two things can’t be hauled along a backpacking trip, but with a two-year-old and a low tolerance for sleeping on the ground, I will likely just be car/cabin camping for the foreseeable future.  So those things will come in handy.

6.  Making it a life goal to visit all the National Parks and related national sites (National Historic Sites, Rivers, etc) seems doable.  I want to take my family to these places; I have a job that gives me lots of time in the summer to do it.  To this end, I picked up a National Park Passport on the way out today.  It lists all the parks and gives you a place to stamp the date of your visit to each.  I got my first stamp today.  Hopefully, Sarah, Eleanor, and I can fill it up in years to come.

One Saturday not too long ago, with Eleanor in bed and Sarah out, I flipped the channels and came across a Lewis and Clark documentary on the local PBS station.  I ended up watching until almost midnight.  I think the expedition is fascinating, but I also couldn’t help but think “This would be a great idea for a D&D campaign.”  Not Lewis and Clark, per se, but a campaign where the PC’s are members of an expedition that’s exploring a largely unknown (to them, anyway) wilderness with a definite goal.  Lewis and Clark set out to see if there was a water route from the Mississippi to the Pacific and, on the way, encountered friendly and hostile Native Americans, cataloged hundreds of species of plant and animal life, and made their place in history.  Sounds like a nice set up for an adventure game!

What elements would such a game need?  Here is my short list of brainstorming ideas:

  • The PC’s begin as grunt members of a larger expedition that is sent into territory that is only “semi-known”.  Said expedition is headed by two semi-famous adventurer types, one of which is almost certainly a ranger.  They would get sent off on solo missions — scouting ahead, exploring some tower the group sees from far away, etc.  Eventually, they would rise in prominence as they do more stuff, given longer missions, maybe command others, etc.
  • There would be a famous patron of the expedition, probably the ruler of the land they are from (like President Jefferson for Lewis and Clark).
  • The initial leg of the journey would be into a part of the kingdom that was once, long ago, part of the home kingdom of the PC’s.  That part was lost (ceded to a rival kingdom, overrun by ravaging humanoids, what have you) a long time ago.  The expedition is the beginning phase of an attempt to resettle it.  Or (this idea just occurred to me), the initial leg could be into lands that were once held by a nonhuman ally of the kingdom (elves, dwarves, etc), but that nation has since all but disappeared.
  • There should be a rival nation who may also be sending agents into the area — sort of like how Spain was sending people to stop Lewis and Clark via California.  This would add some political intrigue and another foe for the PC’s.
  • Since the vast majority of the campaign would be exploration, wilderness skills would be at a premium.  There wouldn’t be much use for an urban centered PC, although having someone with good communication and diplomatic skills would be very important when the expedition encountered whatever lives in the unexplored lands.
  • I also like the idea of “wintering”.  Give the PC’s a time limit — they are trying to get to place X before winter, and at place X they will hole up for awhile until it’s safe to travel again — just like Lewis and Clark did when they reached the Pacific.  This would give an in-game break which would provide a logical place for an out of game break period.  Unlike Lewis and Clark, I bet more things would happen to the PC’s during their wintering period that weather (“Day 24. . . still raining”).
  • After that wintering period, the PC’s could either return to the home kingdom or continue on into truly uncharted territory.
  • Depending on the tone and desired magic level, the expedition could have something that allows them to send regular reports back to the kingdom.  Pigeons?  A crystal ball?
  • Because it’s a wilderness expedition, resource management would be key.  The PC’s would actually have to keep track of rations.  It would also be hard to work in time and space for the creation of magic items.
  • There would, though, be times of “resupply”.  Bartering with natives, maybe an uncharted settlement, etc.

What else?  Any other considerations?  Cool ideas for encounters?  Thematic elements that should be included?

I am also trying to figure out how my campaign design process fits in with what those guys at Scratch Factory are talking about.

Gaming Snobbery

I realized something a year or so ago that, at first, disturbed me and then, liberated me.

I am a gaming snob.

I’m not a snob about setting or systems.  I’m not going to argue about whether dice -pool mechanics better support Simulationist games.  Nor will I get into heated debates about whether or not Dark Sun was the apex of setting design for D&D.  I may talk about those things, because they are fun to talk about sometimes, but I really have no stake in the outcome of such discussions, other than maybe learning something I didn’t know before.

But I do have a big stake in whether or not the limited amount of free time I have that actually gets devoted to gaming actually turns out to be fun.  If it’s not, then I’ve wasted a bunch of time playing (and even more time in prep if I am running), that I could have spent doing something else.  I have other social and creative interests besides gaming and a busy life, so if I am not having fun gaming then I should be doing something else.  This is doubly true if I am going to drive three hours and spend money on two nights in a hotel.

What this means for me at a GameDay, (or GenCon if I ever make it back there), is that gaming with people that I know are likely to contribute to my gaming experience in a positive way is a priority.  Hence, I do all I can to get into games that I think are likely to be fun (mostly because I have heard the GM is good).  Or, if I am running something, to try and populate that game with players who will challenge me as a GM and contribute to us all having a good time.  Combine this with my natural tendencies toward introversion and you have be asking for reserved slots and/or populating my game with people I know.

This may make me elitist and snobby.  I am generally okay with that (in the case of gaming, anyway).  The only downside is that I may miss out on randomly meeting some new cool people.  But that hasn’t really happened yet — I still meet cool people who I want to game with.  This past gameday, I got to play with a bunch of people I hadn’t met before and they were all awesome to game with.  And, despite running in the same Gameday circles for awhile, I STILL haven’t gotten to game with a bunch of people I know would be fun to play with. There’s a lot of gaming awesomeness at GameDays.  I simply want to maximize my chance at awesomeness in gaming.

Hmmm. . . that was kind of a rant.  And I think I need a “awesomeness in gaming maximization” chart.

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