Characterization
Apr. 21st, 2010 10:38 amSo, a friend of mine talked me into a short-run campaign he's running until he leaves town at the end of summer. Which means I'm currently in the process of character creation. Being who I am, I'm of course trying to do something different with this character than I normally do-- which means I need to get a clear picture of the things I've done before and the patterns they make. So let's see.
I almost always play heroes: people who are essentially good even if they're sneaky or have issues. At the same time there are always shades of gray either in their background, their methods, or in the story of the campaign: playing the purely good paladin bores me to tears. They rarely get angry, but when they do you want to get out of their way.
My characters tend to be imaginative and wry, although the exact nature of those traits varies considerably. They're generally sociable, educated, and mentally competent. Usually they're cautious but brave, vulnerable to fear but able to overcome it. Normally they're humanists without any real faith in a genuine higher power.
When they have powers they're usually subtle, things that don't isolate the character or make them alien. Building a character for me always means building a family, a history, a group of friends: points of reference to help define their edges and behaviors. I like to know what kind of music my characters prefer, what they do for fun, and generally where they are when they're not being heroes. Context is paramount; they have to live in the world, not just play in the game.
Within those bounds there's what feels like a lot of internal variation: I've been rich and poor; male and female; black, Asian, draconic, and white from cultures other than my own; fighters and facilitators; sportsmen and artists; parents and children; elegant and tactless. But on examination there are a lot of threads that tie all of them together.
I wonder which ones I can break this time.
I almost always play heroes: people who are essentially good even if they're sneaky or have issues. At the same time there are always shades of gray either in their background, their methods, or in the story of the campaign: playing the purely good paladin bores me to tears. They rarely get angry, but when they do you want to get out of their way.
My characters tend to be imaginative and wry, although the exact nature of those traits varies considerably. They're generally sociable, educated, and mentally competent. Usually they're cautious but brave, vulnerable to fear but able to overcome it. Normally they're humanists without any real faith in a genuine higher power.
When they have powers they're usually subtle, things that don't isolate the character or make them alien. Building a character for me always means building a family, a history, a group of friends: points of reference to help define their edges and behaviors. I like to know what kind of music my characters prefer, what they do for fun, and generally where they are when they're not being heroes. Context is paramount; they have to live in the world, not just play in the game.
Within those bounds there's what feels like a lot of internal variation: I've been rich and poor; male and female; black, Asian, draconic, and white from cultures other than my own; fighters and facilitators; sportsmen and artists; parents and children; elegant and tactless. But on examination there are a lot of threads that tie all of them together.
I wonder which ones I can break this time.
Because it's there
Apr. 14th, 2010 03:33 pmGot another good bunch of thinking done for the new worldgamething. I'm at a weird point in the process where looking forward I'm realizing that this is a fascinating intellectual exercise but it might not be a very good game.
I'm going to press on, of course, because I like the structure of what I'm building and I want to see how it ends up. Whether I can use it for what I intended it for remains to be seen. :-)
I'm going to press on, of course, because I like the structure of what I'm building and I want to see how it ends up. Whether I can use it for what I intended it for remains to be seen. :-)
Leveling up
Apr. 13th, 2010 11:13 amSo, the new gaming project continues to progress in fits and starts. I have a much better idea of the basic structure of the setting now (thank you Andy), and an elegant version of an idea that's been kicking around in my head for about six months (and that fits the setting perfectly).
The Gordian knot I'm currently worrying is the question of power level and growth.
( Complete ramble within. It's long. )
Really right now I'm just trying to feel out the corners of the pretending-within-a-system dynamic. For the purposes of my new game I'm still trying to figure out what I want players to be able to do and how I want them to do it. I know I want to have a very high level of flexibility in terms of character concepts and abilities, and I know I want resolution of actions to be simple and non-random. Everything else is still an open question. I suspect I'll end up having to invent a new system to do everything that I want (once I figure out what that is), although there are bits and pieces I can scavenge from other games.
So there we are. If any of you have any thoughts about how to make games work without advancement, or what kinds of systems for action resolution you'd like to see in a game, or what power level you think is best, I'd love to hear. :-)
The Gordian knot I'm currently worrying is the question of power level and growth.
( Complete ramble within. It's long. )
Really right now I'm just trying to feel out the corners of the pretending-within-a-system dynamic. For the purposes of my new game I'm still trying to figure out what I want players to be able to do and how I want them to do it. I know I want to have a very high level of flexibility in terms of character concepts and abilities, and I know I want resolution of actions to be simple and non-random. Everything else is still an open question. I suspect I'll end up having to invent a new system to do everything that I want (once I figure out what that is), although there are bits and pieces I can scavenge from other games.
So there we are. If any of you have any thoughts about how to make games work without advancement, or what kinds of systems for action resolution you'd like to see in a game, or what power level you think is best, I'd love to hear. :-)
Life in flatland
Feb. 8th, 2010 08:43 am( Just another status report, nothing exciting here. )
And now after wasting forty-five minutes at work, I suppose I should actually start working.
And now after wasting forty-five minutes at work, I suppose I should actually start working.
Sometimes, game is good
Oct. 19th, 2009 10:40 pmIt's always nice when you throw a real curve ball at the players and they just rise to the challenge and knock it out of the park.
When I walked in the door to my house I was thinking, "Nights like this remind me that it's not just chance, that I am in fact a good GM." And it's true, but the reason that it works more often than not is because I've gotten very good at picking the right players and just getting the hell out of the way.
This hobby is amazing sometimes.
When I walked in the door to my house I was thinking, "Nights like this remind me that it's not just chance, that I am in fact a good GM." And it's true, but the reason that it works more often than not is because I've gotten very good at picking the right players and just getting the hell out of the way.
This hobby is amazing sometimes.
The Madness Begins
Sep. 1st, 2009 09:11 amSo this weekend I'll be running a twenty-hours-over-three-days live-action roleplaying event with 15 players, 2 other GMs, and at least one observer. We will also be having a barbecue.
On top of that, I may be running a Nobilis game for the club campaign I helped organize, which we thought would have a few people at the beginning of the semester and ended up having forty. I'll be continuing to do character vetting and organizational duties for that project throughout the week.
Also, I have my real job.
On top of that, I may be running a Nobilis game for the club campaign I helped organize, which we thought would have a few people at the beginning of the semester and ended up having forty. I'll be continuing to do character vetting and organizational duties for that project throughout the week.
Also, I have my real job.
Card-carrying Rules Lawyer
Jul. 15th, 2009 09:09 amAmber's almost ready again. We have a plot that's not Highlander, a functional Sorcery rules set, a revamped endurance economy, a bunch of good rules revisions, and I still have a month and a half.
All that remains is to grab a few more players, to work out one fiddly bit in the item rules, and to write up version 2.0 of the Amber Combat Document. These are not trivial things, but it looks like this year I'm going to be not just ready but prepared.
It's a good feeling.
All that remains is to grab a few more players, to work out one fiddly bit in the item rules, and to write up version 2.0 of the Amber Combat Document. These are not trivial things, but it looks like this year I'm going to be not just ready but prepared.
It's a good feeling.
RP Checklist
May. 26th, 2009 11:52 am2. Suck it up and post gamelogs for the last two co-games.
3. Write down drafted rules for Throne War Sorcery, and get them out for review.
4. Write more character background for Mal Noetica.
5. Re-read Spirit of the Century.
6. Set up Spirit of the Century games.