Critical Hits

The Journal of Gamer Culture

Critical Bits for the week ending 2010-12-12

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The Roleplay’s the Thing (Wherein I’ll Catch the Conscience of the Gamer)

As the days fly by and we get closer to The Most Interesting Roleplayer in the World tournament at DDXP 2011, I have been doing a great deal of thinking about the concept of roleplaying, particularly within the concept of a tabletop RPG. Topics on this aspect of the hobby come up on the various forums and discussion lists more frequently than cable news arguments about which politician or pundit is or is not Hitler. Since this column is a place where I vowed to explore and solidify my own thoughts on certain topics, and since the idea of what roleplaying is and what it means has been fresh on my mind while the upcoming tournament continues to take shape, I figured now is as good a time as any to tackle the subject.

Of course it would be helpful to define “roleplaying” first, in order to have a starting to point to discuss the concept in the milieu of a roleplaying game. But I am not that helpful. We all know what roleplaying is, because we do it every day in our normal (or what passes as normal for us) lives. Since I am riffing on Shakespeare already, I will go with the majority and misinterpret Shakespeare’s much-misinterpreted opening line from the most famous monologue in As You Like It: “”All the world’s a stage/And all the men and women merely players;/They have their exits and their entrances;/And one man in his time plays many parts.”

People generally quote about this much monologue, assuming these words indicate that we all act differently during our days, based on our circumstances, company, and mood. (The monologue actually refers to the 7 stages of a man’s life from infancy to elderly invalid, but it’s almost more profound in its misinterpretation.  I blame Rush drummer and lyricist Neil Peart, but I forgive him because he rocks so hard.) So we roleplay every day in our lives, as we transition between our various roles: spouse, child, father, mother, employee, boss, friend, student, teacher, etc. Roleplay is simply exhibiting a different persona. [Read the rest of this article]

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From Here to There: Finally Here!

I don’t know how many times I’ve blogged about it in the last 2 years.  First I was excited about it, then got impatient and, I must say, I got a little disappointed.  But now the wait is over and I’m excited again!

My first D&D 4th edition adventure has been published and is available in Goodman Game’s From Here to There anthology:

Why is “getting there” only half the fun? From Here to There presents nine all-new adventures focused on traveling from point A to point B. Sure, your players may be going from one dungeon to another – but why not spice up things in between? From aerial assaults to haunted bridges, From Here to There turns “getting there” into a lot more fun! Covering levels 2 to 13, this compilation has a place in every campaign.

The adventure contains 9 adventures designed to be dropped to “interrupt” the travels of characters.  It’s a great idea when you want to surprise your player, when you need to add a side quest  or when you want to add more toys in your sandbox.

The adventures are:

The Quick and the Dead (level 12), by Aeryn Rudel: While en route to their next adventure, the PCs pass through a thick copse of trees and are ambushed by a group of quickling muggers. The quicklings, however, do not attack to kill; instead, the little fey attempt to snatch a valuable item from each PC and and then race off into the forest!

The Deadly Blue Yonder (level 13), by Brandes Stoddard: A group of evil cultists discovered a nest of wyvern eggs, and when those eggs hatched the cultists trained the wyverns as mounts. They have used this remarkable advantage to establish a dominion over the local countryside. As the PCs pass through their territory, they must defend themselves against aerial attack!

The Toll Station (level 6), by Adrian Pommier: While passing through a toll station, the PCs are beset by nightmare creatures pulled from the imprisoned minds of the road wardens. To awaken the sleeping guardsmen and end the attacks, the PCs must smash a profane idol and defeat a demon of the Nightmare Goddess!

The Crossing (level 4), by Chris Dias: The PCs are traveling near a river or through mountainous terrain when they find themselves in a thick fog. As they venture further, they come to a bridge. With no sign of alternate routes, they must make their way across. The bridge is an illusion generated by a predatory monster called a chosis mimic – a psychic creature that feeds on the life spirit of those traveling near it. The illusionary bridge has no beginning and no end, and no matter how long the PCs travel, they never reach its end before they reach theirs – unless they destroy the chosis mimic!

The Hanging Tree (level 5), by Lee Hammock: The village of Tarrow has been using a local hanging tree to execute criminals for centuries, but now an innocent man has been added to its roster of the dead. The spirits of those previously killed on the tree have now risen up in a quest for vengeance, making travel through the area very difficult. After escaping from the undead raised by the hanging tree, the players reach Tarrow and discover why the spirits of the tree are restless by talking to the locals.

Flying High (level 2), by Colleen Simpson: The PCs are en route to their next adventure, traveling through a lightly wooded hilly area, when they are swooped upon by steelwing hippogriffs, which attempt to carry one or more PCs to their nest site. When the PCs arrive at the nest area, they observe kobolds attacking the steelwing hippogriff nests. The steelwing hippogriffs need the assistance of the heroes!

Mystery at the Wandering Wineskin Inn (level 5), by Ken McCutchen: The adventurers are resting comfortably at an inn. When the sun rises on a new day, the characters discover that one of the party members is missing! There are several items out of place in the room, and a search reveals several interesting clues. To locate the missing character, the party must gain knowledge about the missing companion, overcome misdirection from false allies, and defeat the brigands who are holding the missing character for ransom.

The Hunting Party (level 2), by Brandes Stoddard: In the wilds, the PCs encounter a large group of goblins. The normally aggressive creatures recognize that the PCs carry their weapons with experience and skill, and they are reluctant to engage a foe who could cost them many of their own hunters and foragers. They even go so far as to buy off the PCs with a side of boar meat or venison from a recent kill.

Oh wait, one’s missing from that list!

When Madness Seeps Through (level 5), by Philippe-Antoine “ChattyDM” Ménard: While traveling from a nearby town to their destination, the PCs spot a group of aberrant humanoids running across the road, each clutching struggling humans who call for help. Chasing the humanoids or following their trail deeper in the forest, the PCs find a forgotten temple occupied by the corrupted remnants of cultists.

I would GREATLY appreciate your support of this product by either getting the dead tree version (for 19,99$) at your FLGS (or directly from Goodman Games) or the PDF at a special price of 6$ at DrivethruRPG.  Go now and come back, I have some “DVD extra” stuff in the next paragraphs.

Thanks for your support and let me know if you liked it!

Designer Notes

The question that drove the design of the adventure was:

What if heroes stumbled upon a Lovecraftian cult shortly AFTER they succeeded in their nefarious plans instead?

Helped by my good friend Dave, I wrote a short 3 encounters adventure that showcased the elements of 4e I was most interested in (and still am): out of the ordinary skill challenges and complex encounters that mix and match monsters, terrain features and traps.

At the time I wrote this, I had about 6 months of experience with the game system and 4 playing it actively. I also had no design credit other than the 3e stuff I posted on my blog.  I got the gig after I forged a friendly relationship with Goodman Games’ Harley Stroh and had a very constructive exchange about one of his 4e adventures (get it, it’s still one of my all time 1st level favorite).  I pitched him a few things and while he turned them down, he counter offered that I pitch for a “Here to There” adventure.

The result resides, hiding its dark tentacles of Madness in that anthology.

The adventure easily plays itself in one 4 hour session. It’s perfect for a one-off when you are missing players or as a 5th level campaign starter if you like to explore Lovecraftian themes.

The first scene is a chase/story-driven combat that I designed as a Skill Challenge.  I wanted a way to simulate a forest chase where PCs could take down pairs of minions dragging human captives without resorting to combat rounds. Instead, I tried to focus on PCs rolling for skills/attacks and describing how and where they’d position themselves during the conflict. To this day I’m happy how it turned out.

The second scene is a classic invader (the PCs) vs Guardians.  It remains in my mind the least interesting encounter of the bunch, although it can end up being more challenging than the last one if PCs are used to 4e, which they should be by now.

The last scene is where my feverish madness merges with that of the story, as it features a Boss fight combined with a complex set of evil traps.  Think of Dr. Frakenstein’s resurrection apparatus turned into an evil contraption and you have an idea where I wanted to go with this.  The fight features a flying soldier, a Controller and a few minions.  In hindsight (and in playtest) when combined with the traps, things can get grindy if players aren’t creative or play in a disorganized way so be ready to hack HPs and dumb down your monsters if you feel the energy level of your players dip.

Is the adventure D&D Essentials compatible?  By default yes although none of the monsters (I recall creating one and taking 4 others from the core 4e Monster Manual) are featured in the Monster Vault.

So lewt me know how you like it.

On a more personal note

This adventure has a special significance for me.  I wrote this while I was plunging into depression back in late 2008 and, to a certain degree it shows.  It features alienist cults who got a lot more than they expected, gruesome machines that suck the souls out of people, a corrupted forest temple and other dark trappings that aren’t part of my usual repertoire of ideas.  Hell, if the players aren’t careful and if the DM wants to run with it, the whole campaign can take a darker, Far-Realms invasion theme.

That I saw it through is a feat I’m proud of. For that I wish to thank Harleh who supported my constant whishy-washiness and. Special thanks go to Dave who knew what was going on in my life then, urging me to fight my inner demons and push me to make my ideas and designs clearer on paper without discouraging me.

I also wish to thank my playtesters Mike (who lent us his house), Frankie, Yan, PM and Vince for playing through and providing feedback that made the adventure better.

So please ask your FLGS manager, order the paper version here or get the PDF for 6$ here!

Thanks again!

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On Writing

I stole that title from Stephen King, but that’s okay, because I disclosed it and this is not a memoir of the craft. Well, it might be a little memoirish, but that’s only to make you believe that I might, perhaps, know something about the subject. Given evidence in the marketplace, I have to believe that the fact I have been published offers little proof.

More than a few folks have asked me for advice on writing. I don’t know why. I have edited and written, with mixed success at both, for publication and pleasure. Like I said, that doesn’t prove anything. What I can say is that writing isn’t easy. It takes courage and skill and patience, and a good editor always helps.

That’s why I owe a lot to my time as an editor. While I was one, I learned more about writing than I imagined possible. My writing improved immeasurably from skills and training I gained. I owe a lot to my mentor, the immortal Kim Mohan, and experienced colleagues such as Cal Moore, Jennifer Clarke-Wilkes, and Jeremy Crawford. (All of these folks are better editors than I am.)

If you can’t edit the work of others, though, you need to read and write, read and write. And rewrite . . . and rewrite. Give your work an unkind eye. Love nothing you write so much that it must survive. Slice and rearrange to make sure you’re saying what you mean and want to say in as clear a manner as possible. (This is all assuming you aren’t writing an experimental novella or poetry.) Achieve closure within your deadline because, if you’re like numerous authors and artists I know, you might never truly finish tinkering.

Paper Tigers

When you write, or most likely rewrite, keep an eye out for usage issues that might weaken your bold statements and sure sentences. These hobgoblins not only make your prose look flabby, but they also make it seem like you are less than sure of what you’re saying. Sometimes they look like mistakes, which can soften your reception either from your editor or from your audience.

Issues described here are very common in the writing I’ve seen over the span of my short career. Most of them also appeared in my writing at one time or another. Eliminate them and you’re a step ahead of the pack, especially when submitting to Wizards of the Coast. Also, your editors might learn to like you and say so to the right people. If you don’t submit to another party, then it’s your readers who might thank you.

Pronoun Problems

Their, they, and them see an awful lot of use these days, and they appear without warrant. I’ve had someone tell me, his editor, that the use of a plural pronoun (they) with a singular subject (someone) is correct, because a university professor said it is okay. News flash: If that professor ain’t* an English teacher, he or she is not to be trusted. If he or she is an English professor, for shame. In either case, he or she is wrong. Following that advice makes your usage look amateurish, because pronoun misuse is a common mistake among amateurs. (We misuse pronouns all the time when we speak, which is probably the source of confusion.) It’s simple, really. If you have a singular subject, use a singular pronoun.

In doing so, you can also avoid confusion that pronouns can cause. Imprecise usage can harm clarity in your work. Take this passage:

Psionic seers in the Gray felt the presence of many minds. They appeared as only shadows, a sort of interference in the psychic ether for as long as most of them could remember. It was not until certain psions realized these were living minds passing through that they tried to bring them out. They set up a teleportation circle in the location that corresponded to where the Gnomes wanted to appear in The Land Within the Wind. Setting a psychic anchor point, they focused on the circle. What began to spill out was shocking, and immediately killed the summoners.

When you read that, are you always sure what or whom each “they” or “them” is referring to? Context helps understanding, sure, but the passage lacks precision. Careful usage can clear that problem right up.

* I recognize that language evolves and is evolving. We aren’t, however, at that spot in time when a plural pronoun has become an acceptable replacement for a singular one. But, oh, how I long for the death of whom.

There’s No Place

Speaking of their, a similar sound starts a bunch of sentences I’ve seen in my days. There is no way you can start a statement with “there is” without weakening it. See? The quote “There’s no place like home.” has less punch and more flab than “No place is like home.” The latter version pounds the point home better.

My example is less than ideal, however, because it’s a piece of dialog. Dialog is different. People have all sorts of quirks in speaking that are acceptable when writing dialog. When your statement is other than dialog, though, it’s best to evict “there is” from your prose when you can. Minimizing your usage of “there is” can help you habitually make stronger sentences.

Future Upon Us

Especially in game or scenario writing, so much action hinges on preceding actions. That places scads of action in the future, a state of uncertain possibility. The normal tendency for writing about the future is to say something “will” happen. It’s true. Avoid using “will” anyway. It’s weak and hedges the excitement.

If the orcs attack when they spot strangers, say so. The orcs attack when they spot strangers. Easy. Adding “will” before “attack” in that statement is like adding a couple spoonfuls of sugar to your ice cream. It gains you and your consumers, the readers, nothing except empty calories.

Sometimes it’s necessary to use the word “will.” It’s clear when that’s the case, because trying to go without it hurts your head. Even then, though, other words can suffice. Skeptical? Look back to where I wrote about your readers thanking you.

Pointless Passivity

I have no idea why, but numerous writers use passive voice. (I see and hear it most commonly in the news, making me wonder if it’s some sort of journalistic style.) Do you want to sound passive? No, you don’t! You want to sound bold and sure. A giveaway that you might be using passive voice is the word “by” in your sentence.

Say you want to tell me the town was razed by goblins. Well, the important part of that statement sounds like someone on medication said it—the kind of drug that induces drowsiness and the munchies. Goblins razed the town! Now that’s a fit and trim statement worthy of an exclamation point. It also sounds like a frantic peasant might have said it, which is the point.

Samurai Way

It is said that it’s better to ask for forgiveness than it is to ask permission. I say it’s better, especially in rules prose, to avoid language that implies permission. Find the word “may” in your prose, and kill it dead when “might” or “can” makes a fine replacement. The reasoning here is precision in communication.

You can tell the people it may rain on Saturday, but they might wonder who you are to allow it. Tell them it might rain on Saturday, and they understand immediately that precipitation is a matter of chance. Similarly, a rule that says you may draw a card at the start of your turn implies permission and, perhaps, other factors. If a player can draw a card, say he or she can (not to be confused with “must”).

Weak Links

We, especially when speaking, hedge our language with modifiers. Some modifiers imply exceptions to generalities, while others are editorial. In writing, such modifiers serve poorly. They weaken your prose, making it sound wishy-washy or strange rather than inclusive or insightful.

Weak modifiers include words and phrases such as “usually”, “relatively”, “often”, “tend to”, “a bit”, and so on. Everyone can spot a generality, so you need not hedge it with weak modifiers. If elves typically dance among the branches at sunset, you can just say they dance among the branches at sunset. No one needs the word typically. (Sorry, typically, but it’s true.) Generalities imply exceptions.

Unfortunately, editorial modifiers make a statement sound meaningful in ways that are imprecise or unintended. In that last sentence what was unfortunate and who was it unfortunate for? Unless the modifier has actual meaning for the reader, it’s best left out. These words, even “even”, can be dropped with no real change in meaning or implication.

In Conclusion

All of what I’ve written here is to make you write with a critical eye. Don’t sweat it too much in the first draft. Put your ideas down, and then rework them. Also, ignore the rules when you intentionally want to break them. Just make sure you mean it.

You might make mistakes. So do all other writers, including me. Since I edit this blog myself, with some help,  and my self-imposed writing window for it is small, I probably left a few issues in this essay. It’s not about perfection so much as saying with clarity and grace what you intend to say. I, for one, wish you great success.

Aside: One of the best books, evar, on the subject of grammar is Woe is I. Check it out or buy one. If you’re an aspiring writer, you’re unlikely to regret it. You might also be surprised at some of the elements of style that are falsely foisted upon us. You’ll be ending your sentences with prepositions guilt-free in no time.

Special Thanks: Gratitude to Seamus Corbett (icu_seamus from Twitter) for allowing me to use a passage from his post (as the Opportunist) “Races of Athas – Gnomes and Shardminds” on RPG Musings. Seamus asked me about writing, and our correspondence inspired this blog post. Plus, Seamus is a cool name.

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The Architect DM: World Building By Process

If you think about the world around us and how it came to be the way it is, most things you’ll look at are the result of a process. Villages were created out of a need for shelter and then grew into towns and some eventually grew into cities, while natural formations like mountain ranges rise and fall due to the workings of plate tectonics. When we set out to create a world for an RPG, or even for videogames and fiction, we are attempting to create a world that is the result of a process that has never actually happened. Some worlds can certainly have mountains that don’t line up along a range and aren’t even created by plates of earth shifting and colliding, but my personal belief is that if you are creating a world the best foundation you can use is that of the real world that we see all around us.

Everyone that is going to experience the world your creating has a fundamental understanding of how our world works, the result of which is that any differences that appear in the world you create are going to stand out. This means, to me, that the things that are different about your game world should be important and serve a very definitive purpose in your game or the stories that you’re hoping to tell. What is one of the first things you notice about the planet Tatooine from Star Wars that is different from our own? It’s all desert, sure, but our planet has some very large deserts so that’s not totally out there…OH GOD IT HAS TWO SUNS! Not only does this hammer home the point that Luke Skywalker is very far away from our planet Earth, it also looks cool and when you think about it even more it provides a solid explanation for why the planet is much more hot and dry than what we are used to. George Lucas may not have come up with the idea because he wanted Tatooine to be a desert planet, he may have just thought it would be cool and alien to show two suns on a horizon (which it totally is), but the ideas work together and serve to enhance the world and the stories that are told on that world (okay maybe just the first three stories).

Start With What You Know

When designing a fantasy world (or sci-fi, or any fictional world, but I say fantasy for ease of use) my biggest suggestion is to start with what you know about the world we live in. If you’re designing a map then look at a local, regional, continental, or world map and steal things liberally. Take the map and turn it upside down or sideways, trace parts of it and then overlap those with other parts of it, but most of all if you find yourself wondering whether or not something is right try to find a similar case on a real map and if you do you’ll know what you’ve done is feasible and makes sense. Again I will state, this is a fantasy world so not everything has to be feasible or make sense, but as I stated above if it doesn’t make sense there should be an interesting and good explanation as to why it doesn’t. You may not know the explanation at the beginning, but you should be prepared to come up with one or else I guarantee your players will be disappointed in the end. [Read the rest of this article]

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Inquisition: The Cataclysm is Nigh

Our previous Gamma-tastic Inquisition had an incredible number of votes, sailing past the 700s. Our top mutant would be an Android Engineered Human (presumably a cyborg of some kind.) Then we’d have a Hypercognitive Telekinetic who could do all kinds of things with the power of his brain. After that, you’d have a Yeti Electrokinetic- maybe all that fur generates static shocks. The least popular mutant? The Seismic Hawkoid… which is the Gargoyle example in the book.

As many of you know (hell probably everyone), today was the launch of Blizzard’s latest World of Warcraft expansion: Cataclysm.  More than mere increasing of the level cap with new races and new zones, this expansion rests on a new world shattering storyline that changed the look and feel of the game for all players, regardless of what version they currently play.

Old zones have been changed, new start areas for Gnomes and Trolls as well as thousands of new quests await current and returning players, irrespective of buying the expansion or not.  Those that do obtain it get access to 2 new races: Goblins (Horde) and the Worgen (Alliance), new adventuring zones and an increased level cap to 85.

So our poll question for you is: [Read the rest of this article]

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Fiasco Friday: Chatty’s Tale of Suburbia, Act 2 and Aftermath

This post describing a game session of Fiasco contains mature content.

See part 1 here.

Dramatis Personae Express

Deputy Rosco Dirk (Mike): Local cop dealing drugs on the side. Covered the DUI death caused by Dr. Persand.

Marcus Glassglow (Frankie): Male nurse at the A.M. Persand clinic. Steals drugs and provides them to Dirk .

Dr. Anne-Marie Persand (ChattyDM): Lush and only doctor in town.  Heavily involved in the town’s swingers parties.

Fernanda Ramirez Gomez (Math): Sister of the man Dr. Persand killed, mistress to Dirk and AA mentor to Dr. Persand.

The Tilt

We were already on a roll when we hit the game’s midpoint and had (as per rules) to introduce 2 new catastrophic elements to spice things up even more.  Based on the results of rolling the various dice we’d obtained during act 1 (see the review for details) 2 players were given the task of choosing them.  After group discussions, we settled on

Paranoia: A stranger returns to exact revenge.

and

Mayhem: A dangerous animal (maybe metaphorical) gets loose.

I had a very strong visual about having Fernanda’s brother return to exact revenge on us, but that idea failed to pick up steam from the group so we decided to lay these choices on the table and see where they would take us…

Act 2: Chaos in the ‘Burbs

As luck would have it, Mike served us the 1st scene of Act 2 on a silver platter, letting us frame it for him.  So we excitedly built the most heinous of scenes.  His character Dirk was doing the nasty with Fernanda in the second floor bedroom when the door slams open downstairs and his Wife comes in, goes to the kitchen, grabs a huge knife and climbs the stairs.

As the wife is about to launch into her soap-opera soliloquy of treachery and…

Dirk: I get my pistol out and shoot her in the face.

All other players: WTF!?!

Dirk: Fernanda, I love you, I want to be with YOU, let’s get the fuck out of here and live our life like we should be, free of all this shit!

Fernanda (in shock): What? Are you insane? What the HELL?

Dirk (Waving his gun around then at Fernanda): I’m sick of all this, lets go!

Fernanda, too stunned to mount a rational protest, followed…

(end of scene)

The next scene saw Dirk barging in the clinic and rob Marcus of everything the place had of drugs and money.  When Fernanda started mounting a protest, going as far as saying the dreaded “I don’t love you”, Dirk shot her in the knee to prevent her leaving, imploring his undying love for her and the bright future they had together.

This. Was. Intense. Shit.

The scene ended with Marcus making sure that all of Dirk’s action were clearly seen from the clinic’s security cameras.

I proposed to continue the last scene (an option available in Fiasco) with me coming in the clinic to find the chaos.  Dirk ordered me to patch Fernanda up and promised that I’d never hear from him again if I got him out of this mess.  Anne-Marie kissed him on the cheek, thanked him for everything, and used a strong tranquilizer on Fernanda, urging him to leave with her inert body before the cop showed up.

Fernanda (OOC): Hey, what the fuck man?

Of course, now that Fernanda was knocked cold, we were a bit flummoxed as to how we’d play it.  We were also getting tired from all the emotional energies we were pouring into the game.  Regardless, it turned out all right.

We fast forwarded to a scene where Fernanda had managed to free herself, handcuff Dirk to a motel bed and kick the shit out of him.  Then she left him alone, with his cell phone barely out of reach.

Fernanda: I hope you’ve read Stephen King asshole!

And she left to hide in Mexico.

Dirk’s last scene was one where he finally reached the phone and called the feds to confess of his crimes.

Marcus’ was about packing everything up, going to his stash of cash and hoping to leave real fast as the police sirens sounded.

Anne-Marie’s last scene was her entering a dark shabby apartment with nothing but a raincoat and a small piece of luggage.  She made her way to the bed room, slipped into bed and whispered to Fernanda “I’ve finally tracked you down, now we can be together”…

Fernanda’s last scene was her exiting a brothel with a wad of dirty American bills, wearing Anne-Marie’s raincoat.  Her “friend” having found new employment in the Mexican skin trade.

Aftermath

The aftermath is where we find out what happens to all our characters, in a rapid montage. The ultimate faith of each character is based on just how good a score they get when they roll all the dice they have in front of them and reduce the total of one color from the sum of the other.  The closer to Zero, the worse a character’s faith is.

In order of worse to best, here’s what happened.

Anne-Marie lived her life in relative bliss as a deluxe whore, but her life turned south when she was found battered and bleeding after the “celebrations” of the reelection of the Venezuelan president. From there her health (and clientele) plummeted and she died of a combination of all STIs several years later, her withered hand holding her one true friend’s: Fernanda.

Fernanda’s life was discreet and modest in Mexico, trying not to get noticed and hoping that the US Fererales would not come after her.  As Anne-Marie slowly died in a Mexican hospital, she often visited her “friend”, stealing her medications to support her meager life.

Dirk was caught by the feds and sentenced to many long years in prison.  There he studied intensely and was released early for good behavior.  Soon after he started a cult and he now lives comfortably on a spiritual ranch in the country.

Marcus was caught by the cops but scored a plea bargaining to help indict Dirk.  He managed to skip unscathed, recover his stash and make way to South America where he bought a nice house and now lives in peace.

(Roll end credits)

Post Game Stats

On screen sex acts: A lot

Off Screen sex acts: Way more

Body Count: 2 (including Dr. Persand’s)

Jail Time: 6-7 years

Copies of the DVD movie made: 4

Post Game Analysis

The game was a smashing success if you define such as players having had fun and strong emotional reactions.  Everyone got heavily engaged in the story/game at one point or another.

Of course the game’s structure, lack of clear “classic” goals (i.e. quests) and heavy use of roleplaying within bizarre parameters (the playset) was a source of discomfort for some players, namely Math who’s more of a classicist.  Give him levels, monsters and loot and he’s quite content.  Still, he and the others rose to the challenge but were thoroughly exhausted by the end of the 2h30 hour session.  I’m sure that more experience with the game would alleviate this.

My more story-oriented player, Frankie, absolutely loved how easy it was to build such a screwed up, yet “believable” story.  He kept being amazed at how all players shared story-building and that playing each scene brought new elements you could exploit later (or earlier in the case of flashbacks).

Of course, the believability of the story was put to test a few times when our own sense of logic and morals questioned our characters’. I had to remind Math that his character was NOT as smart as he was and that the harebrained plan of hers was not something that he should challenge from his point of view but rather embrace and play to the best of his ability.

However, the true surprise of my evening was Mike.  You see, Mike’s usually reserved and doesn’t like to impose his ideas or his preference on others.  Well, in our Fiasco game, Mike EXPLODED, he took the reins of his character and played him in a strong manner.  He let us know what he wanted and how he wanted it.  When he gave us control of his scenes, he relinquished it without a word, but jumped on the outcome (like shooting his character’s wife or Fernanda) when the time felt right.

It was beautiful to watch.  Hats off to you, you crazy bastard, you made this game come alive!

As for me?  I loved every minute of it.  So much so that I invested more in the scenes themselves than my own character.  I decided to make Anne-Marie more passive, if a bit crazy, to savor how the game would unfold.  That’s not to say that I didn’t influence the game, but it wasn’t about the doctor so much as the plans hatched around her. And I think that’s what Fiasco is all about.

My final thoughts about the game?  It should be in the bookshelf of all RPG gamers period.  I could give you reasons like having a game for when there’s too many players missing for the usual game, or if you wished you were better at role playing and storytelling. But it’s immaterial.Fiasco makes gaming history by providing a high quality, low crunch, high intensity role playing experience that can be delivered in 2h30 hours or less, explanations and setup included!

So what are you waiting for?

Expect to see more game reports from me when I play it again!

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Critical Bits for the week ending 2010-12-05

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Fiasco Friday: Chatty’s Tale of Suburbia, Act 1

Short Warning: This post deals with mature subject matter.

In my quest to play as many different RPGs as I could before settling on new campaigns after the holidays, I finally got to play Fiasco last Friday.  Here be the game report, part 1!

I’m not going to focus on the mechanics much, for the curious, I refer you to Linnaeus’ excellent and comprehensive review of the game.  Instead, I’m going to do my usual thing of mixing my experiences both from inside and outside of the game’s fiction.

Of Suburban Blackmail and Revenge

We had 4 players.  The rules states that the one coming from the smallest town starts setup, so Mike was first. The others were seated so that Mike’s brother Frankie was next, then myself and finally Math.

Note that this game has no game master, everyone plays and shares how scenes are built and resolved. While going through the game’s available playsets (i.e.  the settings of the game), Math expressed interest for “Tales of Suburbia” while everyone else weren’t too sure what to pick.

In the absence of clear directions, go with the most audible grunt says I.

We picked the playset, a bunch of numbered charts, and rolled a handful of 6-sided dice (4 per players) and we used their results to build our game’s starting point.  We took turns creating relationships between each of our yet-to-be-defined characters and adding details (location, objects or needs) to each relationship.

So Mike and Frankie’s relationship was one of drug manufacturer/dealer. Frankie and mine was that of a Professional Supervisor and his employee.  Mine and Math’s was that of a drunken driver killer and the victim’s next of kin (Drama!) and Math and Mike’s was of current lovers.

As we kept adding details, a pattern of PCs appeared to us. Mike would deal drugs stolen from the place where Frankie worked under my PC.   We created a clinic location between Mike and Frankie, making it the  place of work of Frankie’s PC and mine. We then added a Need between Frankie’s PC and mine:

Must get laid by random party people because, why not?

We didn’t know what that would be about, but it was preferable to leave it to be defined during play.

The rules mention that sometimes the creation of PCs (who have no stats whatsoever by the way) becomes self evident somewhere in the middle of setup. For us, the whole thing crystallized when Math picked a “Need” and placed it between his PC and mine: “Get even with a local Community Police Officer”.

Brilliant!   Mike’s character naturally became  a corrupted cop who saved my PC’s  butt when she killed someone’s parent/sibling while driving drunk.  After that it all tumbled into place…

The last element added to the already explosive mix was a DVD home movie attached to Math and Mike’s relationship.

We were ready!

Dramatis Personae:

Deputy Rosco Dirk (Mike): Local cop with a porn star name dealing drugs on the side. Covered the DUI death caused by Dr. Persand.

Marcus Glassglow (Frankie): Male nurse at the A.M. Persand clinic. Steals drugs and provides them to Dirk for a cut of the profits.

Dr. Anne-Marie Persand: Alcoholic general practitioner and only doctor in town.  Racked with guilt for killing a young man a year ago. Heavily involved in the town’s swingers parties.

Fernanda Ramirez Gomez: Sister of the man Dr. Persand killed, mistress to Dirk and scheming some dark plot to take both down.

Act 1

As all new game experiences are wont to go, we were a bit confused as how play should go.  What helped a lot was this choice each player had on their turn: You either set the scene (like a GM would do, with a location, characters and a situation) and let the other players decide how the scene would eventually be resolved or the opposite, letting others set the scene but you get to control how it would end.

Thus, somewhat awkwardly at first, we had a few scenes where we explored the PC’s relationships. We often found opurselves describing the elements of the scene, and likely elements that would come up without really knowing how we should shift from 3rd person to 1st person.  (Hint: You don’t have to do that switch).  Funnily enough, we would often be discussing what would happen and we’d slip, without realizing it, into 1st person and play the scenes as set.

For instance, at first, we discovered that the DVD Home movie was that of a swinger’s party where many of the city’s influential members had been very active participants.  Anne-Marie was also there, playing the Dominatrix.

In Frankie’s first scene, he had Nurse Marcus try to get his hands on that disc, to force my character’s hand into cranking up his pay a little (the little prat, he was already robbing me blind).  Deputy Dirk reluctantly agreed to provide a copy of the next upcoming party.  Dirk kinda liked the good doctor and didn’t want to see those movies distributed around (i.e., he liked enjoying them for himself, hint hint).

Then we kinda caught on the whole thing, alternating 3rd person descriptions and 1st person dialogues more comfortably and really got into the spirit of the game.

Math and I explored our relationship and I set a  recent flashback scene where I was calling Fernanda, my AA mentor (!!!)

Anne-Marie: I can’t do it anymore Fernanda, I’m so overwhelmed, things are crashing down on me and all I can think about is… (and she looks at her desk’s drawers)

Fernanda (Walking to the desk, grabbing the bottle of Jim Beam and breaking it against the wall): Girl, what you need is to transfer your need for booze into something completely harmless and liberating!

Anne-Marie (Sobbing): Like what?

Fernanda: Sex! Lots and lots of meaningless sex!

(End of scene)

We later had another flashback scene with all four of our characters. Fernanda acted as a silent witness.  We played out the minutes that followed the accident that killed Fernanda’s brother.  We decided that Fernanda had been ejected from the wrecked car and fell into a nearby ditch, relatively unharmed but stuck.  She wasn’t found, but she was conscious  and heard what we said:

Anne-Marie (Slurring heavily): Deputy, please, you HAVE to help me. I can’t go through this again. I promise I’ll do ANYTHING, just… make it go away…

Paramedic Marcus (Doing CPR on Fernanda’s brother): We’re losing him… we lost him.  Yo deputy, we got a stiff here.

Deputy Dirk (taking charge): All right Dr. Persand, I’ll make sure that everything turns out fine for you.  Just get in my car and we’ll work something out.

When the wrecked cars were removed and the scene cleaned, Fernanda slowly got up, painfully climbed out of the ditch and hobbled home, tears of rage trickling down her mud encrusted face.

(end of scene)

Another key Act 1  flashback scene was this one…

Marcus (Entering the Clinic): Dr. Persand?

Anne-Marie (from her office, sounds of glass and drawers closing rapidly): Coming!  What can I do for you sir?

Marcus: I’m here for the nurse job.

Anne-Marie: I’m sorry, I don’t need a nurse

Marcus: I’m a very good paramedic and you might recall that we met about 6 months ago out by the road. I showed you my skills by patching you up.

Anne-Marie (Blanching): When can you start?

(End of Scene)

That more or less completed Act 1 for us.  We all realized how powerful flashback scenes could be to anchor our character’s relationships and set up all the shit that what was to come in act 2.

Up next: The Tilt, Act 2 and the Aftermath.

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The Dungeon Master Guys, Episode 7

Gnome Stew group photo. Note: actual size.

Episode 7 of the Dungeon Master Guys is here, fresh from our post-Thanksgiving gaming.

As always, email us, leave a comment, or leave a voicemail on 305-349-3026 (make sure to say it’s for the DM Guys) and we’ll try to answer it in a future show.

In this episode:

  • Chatty DM talked to the Gnome Stew crowd about their Eureka GM guide, a book featuring hundreds of fleshed out adventure/campaign hooks, arranged by genres.  Martin Ralya tells us about the book and, along with Phil Vecchione and John Arcadian, shared stories about making it.
  • Dave The Game interviewed Tracy, also known as Sarah Darkmagic, about being a new DM running a game for experienced players.
  • Newbie DM talked about his tips for encouraging roleplaying.
  • The DM Guys answer two listener questions.

Stuff mentioned in this episode:

Music:

Sponsored by:

The Dungeon Master Guys, Episode 7 (47 mins, 22 MB)

[Download MP3Podcast FeediTunes Link]

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