Showing posts with label worldbuilding. Show all posts
Showing posts with label worldbuilding. Show all posts

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.

Thursday, June 12, 2008

Burning Wheel needs an explicit buy-in

More than perhaps any other game I’ve encountered, Burning Wheel really needs a common buy-in from players in order to make it viable. This realization forms the theme of my reaction to the game, which I’ll describe here in support of Ben’s postgame breakdown from last week.

He pointed out that our party sort of self-destructed because Burning Wheel’s beliefs system tends to force players into antagonistic roles. This is especially true in a “burned world” – that is, a setting created on the spot by the players and the GM. Because Burning Wheel encourages players to create a unique game setting just prior to character creation, there’s relatively little shared knowledge out there for players to draw upon. When one character seizes upon a bit of backstory or history, the other players tend to leap aboard as well, sometimes crafting opposing beliefs.

In our game, this happened once we sketched out the concept of the Tome of Architecture. We agreed it was a big, powerful book of Dwarven lore, and each of the characters then created beliefs involving the Tome. It turned out that they were all some variation of “I want the Tome for myself, and I’ll do anything to get it.” As you can imagine, this led to inter-party conflict and ultimately brought the party to a premature end (with my character fleeing with the book and then falling, pierced with arrows, into a lava river, still clutching the Tome). It's very telling that our GenCon demo also ended this way, with players competing to seize a bit of treasure in a dungeon.

So what’s the solution? I think it involves having some sort of macro-level buy-in that all the players can agree to, something that artificially removes the temptation of crafting adversarial beliefs, at least initially. This can be as simple as the good old “you were sent by the king to investigate X” or as complex as the feuding members of a royal family willing to put aside their bickering in order to achieve some shared goal.

It also helps if the players are all more or less heroes; we played a “morally ambiguous” group in our Burning Wheel experience, and I think it helped escalate our downward spiral.

Anyway. All the other game elements were a lot of fun – the social encounters, the “scripted” combat, as well as the FORK mechanism, which is the designers’ term for loading your die pool with relevant traits and abilities. My biggest regret (in retrospect) is that we completed our campaign meltdown having barely scratched the surface of Ben’s overarching story. Bummer!

Thursday, May 29, 2008

Why I Like Building Worlds. In Theory.

Reading Pat's recent post made me think about why I love collaborative world building in rpgs.  To get it out on the table: I like collaborative world building a whole lot more than playing in a prepackaged setting.  Some settings are especially good, and I don't have a problem playing in a setting under these conditions.  For example, I thought Eberron and Blue Planet were a whole lot of fun in terms of details, tone, and potential for lots of different kinds of games.  But many others - like the array of sourcebooks for Mutants and Masterminds or the splatbooks for Vampire - leave me completely cold.

As a player, I like collaborative world building for the reason Pat mentioned below - that players have buy-in and a stake in the story before the game even begins, and because it give players an opportunity to hardwire their characters into the world in a way that's not otherwise possible.  It's one thing to have a "relationship" with your mom, who's a reporter.  It's a whole other thing to have a "relationship" with your mom, who's a reporter for a monolithic, media corporation in a setting that's all about who controls information, because you built it that way.  That said, it's not that much more important to me as a player to game in a collaboratively built world.

As a GM, it's a different story.  A collaboratively built world does a couple of significant things for me.  First, it makes it easy for me to think of plot hooks and story threads that will motivate the characters to act and to force them into hard decisions.  Second, it helps me get what I want to out of rpgs.  Many players like watching their characters grow, building them up in a way that will make them more effective in the story and that makes sense given what happened to them (if they're not complete munchkins).  As a GM, I like the same thing for the world and for the story.  Collaborative world building gives me the outline and frame of a world we all care about, but it also give the me plenty of space to elaborate as the plot moves forward.  It gives me the freedom to build the world and story in a way that's going to be particularly effective, given what happens to the characters.  In my mind, building a world from scratch allows for more creativity and strategy on the part of the GM.  And it lets me watch my world grow.  In a sense, the world becomes my character, even if it's not defined by rigid categories like strength, intelligence, and wisdom.

But then again, I've only done this once as a GM (in a short Burning Wheel game that I'll discuss in a later post).  So this discussion is, as are most other things in my life, only in theory.

Old-school worldbuilding

It's really tough for me to claim the "old school" mantra for pretty much anything relating to gaming, seeing as how I picked up my first game book in 1995 (Star Wars d6, 2nd ed., revised & expanded). That's hardly old school. But looking back over my comparatively brief gaming career, I was out front in at least one trend: collaborative worldbuilding.

Games like Burning Wheel and Shock make a lot of hay over the opportunity to sit down with your buddies and build a complex gaming world from the ground up, and rightly so: It ties the players intimately to the setting and equips them (early on) with the tools they need to push the story forward.

For me, the opportunity to try this out came in 2002. I was in college at the University of Missouri and my local group was jonesing to try out Silver Age Sentinels, which most folks remember as the precursor to Mutants & Masterminds. At the time, we wanted a setting considerably darker than the Silver Age fare offered up in SAS. (Really, we wanted to play Watchmen.) We started tossing around ideas for the ideal setting, and before too long we were caught up in a full-blown collaborative worldbuilding effort.

The result was the world of the Sovereigns, a hard-edged team of supers who mixed 21st-century sensibilities with the heroic ideals of times past. I'm going to start posting bits and pieces of what eventually came to be known as our Sovereigns Sourcebook. It'll be tagged "Sovereigns," for ease of searching. Look for more over the weeks and months ahead.