Showing posts with label a song of ice and fire. Show all posts
Showing posts with label a song of ice and fire. Show all posts

Wednesday, March 3, 2010

Winter is coming...to HBO

Today HBO greenlit the first TV season of George R.R. Martin's A Game of Thrones novel, the first in the epic series A Song of Ice and Fire. This is great, great news—I've been following the casting and development of the pilot that was filmed late last year. Looks like it'll start filming in earnest this summer, with nine episodes planned for the first season (plus the pilot, which is already complete).

Take a look at this pic, which I swiped from Winter Is Coming, an excellent rumor site dedicated to the show's development. That's from the opening chapter of the book, when brothers of the Night's Watch venture into the haunted forest in pursuit of wildling raiders. But something else is stirring in the frigid woods, something ancient and evil...

Time to go subscribe to HBO!

Monday, February 22, 2010

An epic map of Westeros


I don't own the edition of A Clash of Kings that featured this epic fold-out map of King's Landing, the largest city in George R.R. Martin's Westeros, but I ran across a decent high-res photo of the map on Awful Books (which criticizes not the content, but the presentation of various books. Eh.).

I'm hosting the image here on the outside chance that it disappears from Awful Books, because I love this rendering of King's Landing and plan to use it in my own games one day.

Friday, December 18, 2009

Player Skill vs. Character Skill and the Case of Social Encounters

All around the rpg blogosphere, I see the debate focusing on player skill vs. character skill. Games focused on player skill are often associated with old school games - players are encouraged to make the decisions that really matter, and what's on the character sheet is de-emphasized (except for traditional mechanics like spells and combat prowess). Games focused on character skill are associated with newer games - players can have their characters do wonky things, and the stats on the characters' sheet may allow for a pretty good chance of success. We've played both kinds of games recently, such as AD&D 1e (arguably player skill focused) and Spirit of the Century (arguably character skill focused). I tend to find games that focus on character skill more fun because they encourage the insanity, and I just love my insanity in rpgs. But I understand the allure of games focused more heavily on player skill as well.

Having just traveled to California for the holidays with the inlaws (in particular a place called Temecula that is in the desert sorta between San Diego and LA, and centered around a gargantuan mall), I've heard a lot of "Yo, dude!" in the past few days. This got me thinking, strangely enough, about the player vs. character skill debate as it specifically applies to social situations in rpgs. Because there are few mechanics for social interaction in old school games, player persuasiveness usually drives what happens in these games (use Charisma, never!). In newer games, there may be a variety of stats that address social situation, and these may carry the day with a couple die rolls.

Given this distinction, it strikes me that social encounters in rpgs exacerbate the problems that I have with games focused on player skill.

If I don't have to be good with a battle axe in real life to be a mega-damage destructo Dwarf fighter, why should I need to have good social skills in order to be a charismatic Paladin who can convert all forms of life and sway them to my cause? Why the asymmetry? Is it because we perceive physical skills to be harder to pick up than verbal ones? Given the population of folks I've gamed with and worked with over my life, I feel confident that this isn't the case. The ones with heavy verbal acuity are often heavily trained and versed in their subject area. And the gaming crowd doesn't have a tendency to be easy on the social ears.

So, is there a solution for this problem? A way to save the player skill focused game during social encounters? Here's my off the cuff solution:

Encourage players to explicitly use tactics in social situations and not just combat situations. There are several rhetorical moves and ways to structure persuasive arguments, and some are more or less effective given the social situation. If the player plays this tactical game well even though the player may stumble and mumble and show lots of butt crack, the GM in the player skill game should be more lenient. Though, we now face the problem of figuring out what strong tactics are and how we could be explicit about them.

Some games, like Burning Wheel (and allegedly A Song of Ice and Fire) address this problem - they list a variety of rhetorical moves, and they have explicit mechanics for social combat that play these tactics against each other. This seems better to may than simply saying, "Yeah, smart guy, whatever you say. Now make a diplomacy check." But as I've found, these mechanics can sometimes be unwieldy. They're almost too clever and involved for their own good.

This all makes me wonder if there's a mechanic out there floating out there in Platonic rpg space that can synthesize the old school and new school approach around the use of social tactics. Any suggestions?

Friday, December 11, 2009

A Song of Ice and Fire at first glance

A blog reader asked for a more substantive rundown of A Song of Ice and Fire—which I played last weekend at my local game store—and I'm more than happy to oblige.

Here's the game in a nutshell: It can be played like a typical D&D game, where you adventure around the lands of George R.R. Martin's Seven Kingdoms, defeating robbers, wenching at taverns, etc—but that's not really what the game was designed for.

Rather, the quintessential ASOIAF game is one that mimics the progression of Martin's voluminous book series of the same name: the players create a noble house complete with a coat of arms, a house motto and a physical castle somewhere within the Seven Kingdoms. This house gets a character sheet all its own, detailing defences, land holdings, population, geography, natural resources and more. None of these factors are very high, because the game assumes you're playing a "starting" house that's just begun to ascend in terms of influence in the kingdom.

Only when the noble house has been completed does the actual character creation begin. Players generally make characters based on specific roles in the great house: the lord's son and heir, the hard-bitten tracker, the master of the castle's hound kennels, the brash knight, the shieldmaiden, etc. Crunch-wise, the characters are your typical modern fantasy archetypes, with skills and specializations and feat-like capabilities. I was never a min/maxer, so this segment of the game is lost on me—I just speed through it so I can get to the actual playing.

In ASOIAF, the characters' house is just as important as any other character. It is its own character. Everything the players do—defeating armies in the field or scheming in the royal court—has mechanical effects on the house and its stats. Characters can choose to invest their XP and their riches into their house, granting tangible improvements to various values, or they can keep their rewards and use them to improve their individual characters.

Moreover, since the characters are all integral players in their house, they call upon the house's resources at any time—but they should do so wisely, lest they squander them. In the game I played at my local game store, we were asked to head north and sort out a squabble between three minor estates. If this had been a typical game, we would have gathered our longswords and bows, mounted up on our horses and set off. Since it was ASOIAF, we mustered several hundred foot troops and some mounted knights and marched north en force. When we encountered raiders, we used the game's straightforward mass battle system to deal with the whole combat in maybe 30 minutes flat.

The game has a "social combat" system called Intrigues that is very similar in spirit to Burning Wheel. Characters can use social maneuvers to duel with friends and foes, hoping to gain the (verbal) upper hand and thus win the encounter. It's a bit crunchy for me, but I'm glad it's there, as you can really make characters to excel at this sort of play.

All of this works together to make the game feel very epic. I mean, I can say stuff like "OK, my character wants to scout ahead. I'll take 20 hand-picked horsemen with me" or "Well, I can't pay that retainer fee right now, but how about I offer to marry my house's firstborn daughter to your lord's heir?" I mean, that stuff is straight out of the books!

Here's the post-game writeup I posted on the game store's forum. I daresay it sounds like an excerpt from the books!

Anders Estermont, the third son of the Lord of Estermont, arrived at House Blacksun to deliver a request from his father, who rules from Greenstone Castle off the eastern shore of the stormlands. Three banner houses had fallen to squabbling with each other, and Lord Estermont beseeched the Bastard of Blacksun and his retinue to march north and set the matter to rights. Anders, for his part, was delivered as a ward to House Blacksun in an effort to forge a lasting friendship between the two houses.

Kerrick Sand, Ser Alric, Maester Dorian and Anders Estermont gathered the greater part of their infantry and horsemen and set off, marching overland for several days. They encountered evidence of wilding raids: burning farms, scattered lifestock and slaughtered smallfolk. They eventually arrived at a small town and met with Lord Tarbor (sp?), who commands the lands and owes fealty to a larger house to the north. After an attempted poisoning and a wildling ambush in the forest, the party figured out that Lord Tarbor's liege lord was dead, and that his sister had rallied the region's smallfolk in a bid to seize power. Even now she plotted her brother's downfall, no doubt, from some squallid hovel deep in the woodlands. Tarbor, however, was little better; he ruled with an iron fist and routinely terrorized his own serfs to ensure their loyalty.

Faced with the potential of a localized peasant uprising, the House Blacksun contingent mustered their resources and weighed their options carefully....

So all in all, it was a good start to the game. And it was very fun to actually roleplay alongside the storied characters and locations from Martin's books. The GM isn't as familiar with the source material as the players, so I forsee that becoming a problem at some point in the future as we increase our influence. But for now it's a fun counterpoint to the much more plodding progress of traditional RPGs.