Over the past couple years, I've played (or at least read) several games with varying levels of setting detail. Games like Planescape, L5R, and Mutants & Masterminds are chock full of detail that the players and GM can devour. Games like Burning Wheel and Wild Talents...not so much. With these latter games, I've generally created the setting during the first session (or over email) with the other players in the group. So the natural question is: Which way is better?
The games with robust settings have a lot going for them. They significantly decrease the work load for the GM, which from experience, can be a huge boon to maintaining an ongoing game. Given that a lot of players have tendencies toward the bad-ass Wolverine type player (brooding loner), settings give every player something shared, especially if they are encouraged to dive into the setting at the onset of the game and connect their characters to it in some way. Some players also love reading through the setting and figuring out where their characters fit in it. One of my fellow players loves the Mutants & Masterminds setting and gets jazzed whenever a familiar but unused face shows up. Also, robust settings can really help explain the tone of a game with an unfamiliar world, like Dark Heresy or L5R, to players.
But these types of huge settings can sometimes lead to problems. Even if warned that the GM has license to pick and choose, players can get upset when the setting isn't precisely translated in game. When I GM, I often feel that a well described setting is more constraining than enabling. I like the ability to flesh out the setting as the story demands - in a Wild Talents game I'm GMing right now, I've changed various setting elements on the fly that seemed hardwired in to me when each session started (like the underlying physics of the universe after our resident scientist, Dr. Epistemic, investigated the origin of a rift in space). And I think that players have more buy in from the outset if they've actually had a hand in creating the setting themselves.
In the end, I favor less setting rather than more. But as with all things rpg-related, it all seems to come back to the makeup of each group. Go with what your group needs to give you the best possible game.
Showing posts with label homebrew settings. Show all posts
Showing posts with label homebrew settings. Show all posts
Monday, September 8, 2008
Thursday, June 26, 2008
Starting a New Game
Over the past week, Pat and I got involved in a new game. Both of us and one of our other gamer buddies each tapped a person who we knew and have played with at least once before - the aim was to put together a group that's fun and story oriented. Early signs point to good things on the horizon.
We're using the Wild Talents system, and from what I can tell thus far, it looks cinematic and gritty at the same time (which is just what I'm looking for). The system is for a supers game, but we're playing a science fiction game in the far flung future. The 6 of us hashed out the setting over email, and I think it's pretty cool. Maybe I'll post a more detailed description later, but the skinny of it is this: 3 known alien races with different goals, human upstarts with transhuman abilities, the threat of a scary alien invasion on the horizon, ancient artifacts and unknown planets, and weird physics. I'm the GM, and I don't know yet exactly how all this is going to fit together. But I do know that the setting is volatile and provides opportunity for politics, exploration, and all out war. Seems like a good set up to me.
Character gen went pretty well. I like the characters so far - they each have different powers and different goals. Hopefully, we'll be able to knit all of them together with an overarching goal that they can all buy in to. In fact, I think this is crucial after our Burning Wheel sessions.
So, in short, I like the player mix so far, I like the setting we've collaboratively made, and I like the level of excitement that seems to be there. I'm hoping we can get a regular game going with some momentum, and at this point, I just want to play. Theorizing about rpgs and discussing them is all well and good (and certainly amusing), but damn the torpedos! I just want to roll some dice, blow some shit up, and put these new characters in some really tough situations.
Thursday, June 19, 2008
One key for successful worldbuilding
Ben pointed out that collaborative worldbuilding is his preferred method of gaming. I’m of a similar mindset — indeed, our local group is poised to build our own sci-fi setting for Wild Talents — but there’s a huge concern that GMs should keep in mind when embarking on this sort of venture.
Basically, the GM can’t keep very many secrets from the players. In a setting that’s only been sketched out on a legal pad or typed up as a quick Word doc, there will be precious few crunchy bits for players to chew on. As such, the GM needs to lay all the cards on the table so players can create nuanced characters with real goals. The GM shouldn't, for example, reveal a shadowy government organization six sessions into a campaign — because the commando player would be confused as to why his character didn’t have at least passing knowledge of the group initially. Little things are fine, but big story elements leave players scratching their heads thinking, "Huh? OK, I guess that's part of the game now." Get me?
Luckily, this quandary is really just an excuse to further fine-tune a collaborative setting. For the Sovereigns superhero setting I created with some friends back in 2002, we ended up codifying everything into a sourcebook that we then shared around the table. It’s also a great excuse to snatch ideas from published settings, which I do with great prejudice pretty much all the damn time. Need a space station for a character’s backstory? Flip open Transhuman Space, grab and idea and then present it to the players. Chances are that at least one other player will seize the concept and incorporate it into his or her character — and then you’re off and running.
Basically, the GM can’t keep very many secrets from the players. In a setting that’s only been sketched out on a legal pad or typed up as a quick Word doc, there will be precious few crunchy bits for players to chew on. As such, the GM needs to lay all the cards on the table so players can create nuanced characters with real goals. The GM shouldn't, for example, reveal a shadowy government organization six sessions into a campaign — because the commando player would be confused as to why his character didn’t have at least passing knowledge of the group initially. Little things are fine, but big story elements leave players scratching their heads thinking, "Huh? OK, I guess that's part of the game now." Get me?
Luckily, this quandary is really just an excuse to further fine-tune a collaborative setting. For the Sovereigns superhero setting I created with some friends back in 2002, we ended up codifying everything into a sourcebook that we then shared around the table. It’s also a great excuse to snatch ideas from published settings, which I do with great prejudice pretty much all the damn time. Need a space station for a character’s backstory? Flip open Transhuman Space, grab and idea and then present it to the players. Chances are that at least one other player will seize the concept and incorporate it into his or her character — and then you’re off and running.
Labels:
collaboration,
homebrew settings,
rpgs,
sovereigns,
worldbuilding
Friday, June 6, 2008
The 500-word campaign setting: Dust to Dust
Ben challenged me to hammer out a 500-word campaign setting. What follows is a little bit longer than that, and it's inspired by a few disparate sci-fi elements I've been chewing on lately: the recent Phoenix Lander Mars mission, the new Mutant Future D&D setting and my own musings about what might happen if a Traveller crew ever settled down somewhere. Feel free to let me know what you think.
***
“Dust to Dust”
One hundred years from now, humans reached the stars, clawing hungrily into the heavens and leaving behind a cracked, ruined Earth. In the waning days of the n ext century, technological advancements ground to a halt as petty resource wars erupted on the planet’s blasted surface. Colonization was the only hope of a dying planet, and so various factions, guilds, governments and groups sped through the cosmos toward dozens of carefully mapped destinations.
These star systems, chosen by desperate scientists, offered the best hope of yielding up Earth-similar planets for colonization. Such was the urgency of the humans’ departure that the candidate planets were chosen based on telemetric data; no satellite observation was conducted. Years passed, and eventually the refugees’ massive fusion-powered spacecrafts arrived in orbit around their destinations. At that point, they were quite literally scattered throughout the galaxy without hope of ever contacting one another again. For all intents and purposes, each colonization ark was on its own, carrying in its swollen belly all the necessities for settlement: agricultural equipment, energy generators, prefab buildings and simple vehicles.
The human cargo, however, varied by each ship; some vessels launched with only a skeleton crew, hoping to birth and rear a new generation in transit. Others were full to the brim with the determined masses, each desperate soul willing to sacrifice everything for a chance at a new life. Still others made landfall after a plague or famine swept through the city-sized starship, leaving only a few grief-stricken survivors to begin anew.
As expected, the myriad planets the colonists found were largely inhospitable. Bereft of all but the hardiest life, these planets were wracked by dust storms and scoured clean by extreme weather and temperatures. Slowly, arduously, the exhausted colonists made landfall and unpacked their terraforming equipment. They had known this was coming; it was too much to hope that the planets might embrace their arrival with open arms. But no matter: The colonists were prepared to seize their future, to yank it from the dusty soil of their adopted home…
“Dust to Dust” is a campaign setting about terraforming efforts on a frontier world in the near future. Players and the GM should sketch out the specifics of “their” world – the environment, the geography, the weather, etc – as well as the look and feel of their colony ark. Was it a large ship that landed thousands of determined settlers over the course of many years? Was it a smaller relief vessel lacking some basic, important terraforming tool? Did half the colony crew die during a botched landfall attempt? Players should flesh out key characters and factions unique to their colony world as well. Influential families, corporations and organized crime could easily have taken hold in the burgeoning colony.
In game terms, the colony is assumed to be brand-spankin’-new, probably fewer than three months old. That way, the PCs are thrust immediately into the daily struggle for survival on the frontier world. Machinery breaks down regularly and replacement parts are in short supply. Political factions struggle for influence over the colonization effort, each convinced that they can help this tiny human toehold achieve sufficiency. Scientists make daily forays into the wastes looking for much-needed resources; some never return. At night, the masses huddle inside their prefab shelters and listen to an alien wind howl.
The most important character in the game is the planet itself and the mystery it represents. It can be both the savior and executioner for the squalid colony.
***
“Dust to Dust”
One hundred years from now, humans reached the stars, clawing hungrily into the heavens and leaving behind a cracked, ruined Earth. In the waning days of the n ext century, technological advancements ground to a halt as petty resource wars erupted on the planet’s blasted surface. Colonization was the only hope of a dying planet, and so various factions, guilds, governments and groups sped through the cosmos toward dozens of carefully mapped destinations.
These star systems, chosen by desperate scientists, offered the best hope of yielding up Earth-similar planets for colonization. Such was the urgency of the humans’ departure that the candidate planets were chosen based on telemetric data; no satellite observation was conducted. Years passed, and eventually the refugees’ massive fusion-powered spacecrafts arrived in orbit around their destinations. At that point, they were quite literally scattered throughout the galaxy without hope of ever contacting one another again. For all intents and purposes, each colonization ark was on its own, carrying in its swollen belly all the necessities for settlement: agricultural equipment, energy generators, prefab buildings and simple vehicles.
The human cargo, however, varied by each ship; some vessels launched with only a skeleton crew, hoping to birth and rear a new generation in transit. Others were full to the brim with the determined masses, each desperate soul willing to sacrifice everything for a chance at a new life. Still others made landfall after a plague or famine swept through the city-sized starship, leaving only a few grief-stricken survivors to begin anew.
As expected, the myriad planets the colonists found were largely inhospitable. Bereft of all but the hardiest life, these planets were wracked by dust storms and scoured clean by extreme weather and temperatures. Slowly, arduously, the exhausted colonists made landfall and unpacked their terraforming equipment. They had known this was coming; it was too much to hope that the planets might embrace their arrival with open arms. But no matter: The colonists were prepared to seize their future, to yank it from the dusty soil of their adopted home…
“Dust to Dust” is a campaign setting about terraforming efforts on a frontier world in the near future. Players and the GM should sketch out the specifics of “their” world – the environment, the geography, the weather, etc – as well as the look and feel of their colony ark. Was it a large ship that landed thousands of determined settlers over the course of many years? Was it a smaller relief vessel lacking some basic, important terraforming tool? Did half the colony crew die during a botched landfall attempt? Players should flesh out key characters and factions unique to their colony world as well. Influential families, corporations and organized crime could easily have taken hold in the burgeoning colony.
In game terms, the colony is assumed to be brand-spankin’-new, probably fewer than three months old. That way, the PCs are thrust immediately into the daily struggle for survival on the frontier world. Machinery breaks down regularly and replacement parts are in short supply. Political factions struggle for influence over the colonization effort, each convinced that they can help this tiny human toehold achieve sufficiency. Scientists make daily forays into the wastes looking for much-needed resources; some never return. At night, the masses huddle inside their prefab shelters and listen to an alien wind howl.
The most important character in the game is the planet itself and the mystery it represents. It can be both the savior and executioner for the squalid colony.
Labels:
campaigns,
DIY,
homebrew settings,
sci-fi,
space opera
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