Showing posts with label impressions. Show all posts
Showing posts with label impressions. Show all posts

Tuesday, June 7, 2022

Current and recent reading (June 2022)

I've been suffering from blogger's block for the past few months. To try and break it, I figured I'd go over some books I've read recently, or am in the process of reading:

  • The World of Fanzines - A Special Form of Communication, by Fredric Wertham, most famous for his Seduction of the Innocent, which lead to the Comics Code, and made him in many ways an enemy of comics, weird fiction, and the like. And yet, he became a big fan of fanzines as a medium, and writes about them insightfully and appreciatively, even when they satirize him. Cites from a variety of sources, and dedicates the first half of the book to reproductions of fanzine art.
  • Sailing - an Informal Primer, by Richard Ulian, is an acquisition from back when I gathered up quite a few books about maritime subjects, preparing for it being a bigger focus of my Dungeons & Dragons campaign. I'm glad I got this one - it helps me make sense of description of sailing in fiction, and gives some ideas of the kinds of problems you might run into. Possible seeds for challenges and hazards in games that are focused there.
  • The Study of Folklore, edited by Alan Dundes - this collection is a treasure trove of classics in the field. It's grouped by subject, and is wide-ranging - which is good, because folklore is very wide-ranging itself.
  • Contested Culture - The Image, the Voice, and the Law, by Jane M. Gaines - a difficult read, encompassing two fields I'm not very acquainted with: legal and culture studies. But I'm enjoying my slog through it. This critical look at copyright law and how it relates to the creation of culture, and who gets to be termed a creator thereof, is a nice complement to all my reading about folklore.
  • Subterranea - Journey into the Depths of the Earth’s Most Extraordinary Underground Spaces, by Chris Fitch - each one of the vivid studies in this book could inspire a dungeon delve or other underground adventure, from terrifying natural phenomena that either themselves or taken to a slightly larger extreme could become a significant adventuring challenge, to depictions of human habitation below the surface.
  • The Complete Wargames Handbook, by James F. Dunnigan - I am starting to feel that I could at least get something out of a hex-and-chit wargame. Also interesting to get some perspective on how an out-and-out board wargamer saw role-playing games in a book published in 1980. A third edition is available online (pdf), although I'm reading a copy of the first edition.
  • Call of Cthulhu 7th Edition Keeper's Rulebook - the Dungeons & Dragons 5th Edition Dungeon Master's Guide was a huge disappointment when it came to helping me do my work as a dungeon master. This, so far, seems to be much better at providing guidance as to how to actually run a game of CoC, although I haven't done this myself yet.
  • Apocalypse World 2nd Edition - this edition is supposedly less edgy than the first one. It still has a bit of that left left, but having persevered in reading through a few chapters, I'm already seeing why it's become a classic, as well as a template for a whole genre of RPGs.
  • Welcome to Mars - Politics, Pop Culture, and Weird Science in 1950s America, by Ken Hollings - a book based on a limited radio series (found here; out of order, unfortunately). Made me revisit the start of the Atomic Age, and realize how fascinating it is, in itself, in its effects on our culture and society, and in its fictional and gaming potential. Also full of horror stories resulting from Operation Paperclip, MK-ULTRA, and many human experiments.
  • The Presentation of Self in Everyday Life, by Erving Goffman - I went all in on Goffman after encountering his frame analysis in Gary Alan Fine's Shared Fantasy, and reading this is already rewarding.
  • Night's Black Agents, by Fritz Leiber - More well-known for his Fafhrd and Gray Mouser stories, this shows Leiber as a very good modern weird/horror fiction writer, as well. An easily available, Lovecraftian sample is The Dreams of Albert Moreland, originally published in a now scanned fanzine (The Acolyte 10, pdf).
  • Analog Science Fiction & Fact, Sep/Oct 2020 - I used to manage to keep up with Analog so that I would finish one before the other came around. Towards the middle of 2020, as I started accumulating RPG and other books, this fell by the wayside. I was also not very happy with the early 2020 issues, which made it easier to decide to cancel. I still have a backlog, and I finally finished this one. Mixed bag. Two stories that should express the gamut of the magazine pretty well are available from the publisher online: The Chrysalis Pool by Sean McMullen (pdf) is a weird tale with Arthur Machen vibes, while The Writhing Tentacles of History by Jay Werkheiser (pdf) is a more typical hard science fiction story, with animalistic aliens that would make fine inspiration for your next science fiction or fantasy game.

Monday, August 2, 2021

Impressions from TirCon 2021

Tir-na Nog'th Con 2021 took place over the last weekend, and I had quite a bit of fun attending a few game sessions and the closing ceremony - virtually, of course. It was my first opportunity to engage with this Amber Diceless-focused community in play. I had just finished reading through the system's core book, and have read the source material, Roger Zelazny's Chronicles of Amber, several times, though it has been a while.

I'll provide my initial impressions of the games. Only two of them were using the ADRPG system itself - of the other two, one used a unique system, while the other used an adaptation of Everway called Amberway.

While I'm going to be a bit critical of some games on a systemic level, I want to reiterate that it was a very enjoyable experience, and I do recommend trying all of these yourselves, if you have the chance. While I own copies of both of the non-ADRPG games I played, I have not had a chance to read them. I might do a more thorough review of them afterwards.

Alice Is Missing

Alice is Missing is a silent, text-message-based game played live. We played using a combination of Discord for the conversations and Roll20 for the more visual mechanics. The common premise to all sessions of the game is that a teenager in a small, decaying Northern California town has gone missing.  The player characters are closely associated with the missing Alice. Once they have found out about her disappearance, and as they try to find out what happened to her, the PCs are unable to meet in person, and this needs to be strictly enforced by whatever rationalizations needed until the end, to lend credence to the use of text messaging.

You, the players, get to choose from a few stock characters, with the facilitator playing as someone who's left town and is coming back for Christmas. I chose to play Dakota, Alice's best friend. Cards are drawn to decide certain initial details about Alice's disappearance, as well as prompts for the players to flesh out their PCs - this includes one secret each, that they should find a way to reveal to at least one other player by the end. There are then rounds of fleshing out relationships between the PCs and each other. Some stock non-player characters and locations are also given, and each player comes up with relations between those and the missing Alice. Having established this framework, each player is supposed to leave a voice message to Alice that would be found in her phone, based upon what's has been set up so far. Then the five location and five NPC cards, as well as other investigative cards, are shuffled and put aside.

The body of the game, which takes up 90 minutes of real time, is driven by an interesting card-based pacing mechanism. The players draw alternating cards which must be read only on the time written on them. The facilitator draws 90, and then the next player 80 and 40, the next 70 and 30, the next 60 and 20, and the last 50 and 10. Each of the cards indicates some other cards, usually a location, an NPC, or both, and a question that the player should answer, and then present to the rest of the players. Later cards will make use of the previous cards drawn, as well. The 90 minute card starts the timer ticking. Then the facilitator is supposed to start the group text, and texting, both private and public, can begin in earnest. Players are expected to talk as their PCs and describe what they are doing, and to incorporate the various clue cards that were drawn into their narrative - while making sure not to have any two PCs meet. The cards drawn determine how, and in one state, Alice is found. Finally, at the end of the 90 minutes, the voice messages are played, and the players can then talk about the game and decompress.

My experience of the game is very much like in an ongoing Vampire: the Masquerade live-action role-play I took part in for a few months, many years ago: the conversations, play-acting, and some of the narrative that evolved were pleasant enough, but I didn't really have a good sense of whether I was influencing anything that mattered. The mechanics felt both too tight - because they were on a timer and intervened significantly in the narrative - and also too loose - in that they did not to me seem to provide a good way of feeding back into the game meaningfully. I didn't feel that any of my decisions significantly affected how things were going, and Alice's end state was completely set by the cards rather than by anything we'd done.

Overall, I feel like I am far likelier to try and steal and/or adapt the pacing tool for my own purposes than to play this game again. If larping is more your style, this might be an interesting way of taking part in it without having to do so in person.

Amber Gothic

The first game I played with actual ADRPG mechanics, the premise was that I was one of several presumptive heirs to a mysterious distant cousin in a faraway land - specifically, Corwin, presumably the protagonist of the first five Amber novels, although my character wouldn't know that.

In mechanical terms, the players were expected to build characters with Human attributes, and a minor special power with a paired disadvantage. With a bit of thinking I made a pretty Lovecraftian protagonist: Elior Hayek, a Dartmouth junior studying architecture, who is running out of funds and could really use a windfall. He was able to accelerate his movement significantly for a few minutes at a time, at the expense of spending hours of real time too nauseated to move.

The game itself ran like a pretty reasonable mystery game, albeit without the usual expected skill rolls. The ancestral home was appropriately gothic and spooky, the locals and fellow players odd and interesting, with growing references to the source material. We ended on a typical Lovecraftian note, too, dying in the tentacles of an eldritch horror.

The concept was very nice, but ADRPG has a lot going against it as a medium for gothic investigative play. For starters, there's a reason that a typical campaign starts with an attribute auction in which players are encouraged to field points to position themselves at significant above-baseline-Amber rates that are strictly differentiated from each other - that's what makes adjudicating conflict both between PCs and between them and NPCs and environment challenges doable and exciting in play. Having everyone at Human level meant essentially doing freeform.

Another issue is the focus on private communications. A typical ADRPG campaign involves a lot of conflict and political jockeying between the player characters, starting with the player attribute auction, which cements some conflict, and then undergirded by the secret acquisition of advantage in secret, and conspiracies with the GM and the other players. This is death to an investigative convention game, where gathering up clues about the external mystery takes up so much effort already. I felt that even if we had wanted to play PCs who were suspicious of each other, and I think most of us did not, keeping the inter-player communications in the open would have made things much smoother.

I do feel like some Lovecraft-Amber mashup is possible, but it might be better to simply use a system like Call of Cthulhu, or one of the others that already incorporate investigation of the eldritch unknown, instead.

The Great Amber Bake-Off

Full disclosure: I'm almost certain that I entered this one by mistake. Due to how the conference was set up, it was decided that prospective players would vote for sessions they wanted to play in any individual slot, and then these votes will be taken into account when deciding how to allot them - and I think I voted wrong. I've never watched any of the Great British Bake-Off shows, and don't really know much about baking. However, when I found out that I'd been assigned to this game, I decided I'd give it my best.

Without giving too much away, the premise was that some of the best and unusual bakers in all of Shadow were brought together to compete in the style of the Great British Bake-Off, with a rising set of culinary challenges, some known in advance, others a surprise to all. Each player needed to come up with a character with baking as a side-attribute, rather than simply "someone good at baking". We were given a bit of an explanation of how Amberway works, and how it will be interpreted in the context of baking and cookery. Considering the red lentils I had soaking at the time, I came up with Jacob Samson, essentially a mashup of the Biblical Jacob and Samson, with Biblical verses inspiring his special cooking powers. I was especially thinking of Jacob using red lentil stew to buy off Esau's birthright, and Samson's riddle of the beehive in the lion's carcass. I rationalized that food was serious business in a Biblically-inspired Shadow, and a wise leader's culinary finesse needed would serve nicely in competing against the best bakers in all the realms. A Biblically-inspired character also meant I could make use of the one non-TV-American accent I feel comfortable using in English, the Israeli one. We ended up bonding in and out of character over the challenges we faced.

While the other players suggested existing baked goods based on their actual knowledge of the field, I either appropriated foods that wouldn't normally be served as cakes or cookies, or made things up from whole cloth. Since the rolls were based on how I approaches the situation rather than on actual cooking abilities, it went pretty well regardless - and honestly, I do want to try some of the things I imagined, they sound delicious. For this type of ultimately friendly conflict, whose purpose is to be judged better than another in front of NPCs, the Amberway system provided excellent flavor, with the playacting and not-quite-mechanically-based interactions with the NPCs serving as a wonderful substrate. I cannot recommend this game enough.

Excuse Me, Are We Related?

This game made the most use of ADRPG as a system and a setting. The premise of the core book is that the players will be playing the children of the princes and princesses of Amber, who were the main movers and shakers in the first five books. This scenario decides that these children of princes and princesses are mooching off Castle Amber and are generally underfoot, so the King sends some of them out to Shadow to find other fruits of royal indiscretion, bringing them in if they're useful, leaving them in place with some safety information if they like where they are, or possibly disposing of them if they're a threat. We were to use points to buy attributes in what was essentially a one-step auction, buy Pattern Imprint so that we could all travel Shadow, and otherwise buy most other things we would, within reason.

I chose to create Bella, daughter of Caine, with pretty even attribute points, no special items, familiars, or powers, Caine as a Family Friend, and some Good Stuff to spare. She had a bit of a love-hate relationship with her father but otherwise a cheerful demeanor to pretty much everyone.

Her cheerfulness lead her to bring the party of youngsters to their first lead to potential royal progeny, which turned out to be a dead end. I am bringing this up because this type of failure is important to provide a sense of realness and to the imaginary world. Subsequent attempts were more successful, although not without some close scrapes and even serious injuries. We got awarded points for each cousin brought back, two for whoever distinguished themselves. We put those into our attributes, but how much effect that had is not clear, due to the opacity of the ranking system.

Unlike with Amber Gothic, the measurable differences in ability among the PCs, as well as between them and the usual Shadow denizens, made every encounter interesting. How tired are we getting? Which of us is the most fitting to do this somewhat impossible thing we're attempting this time? How do we handle the limits of shape-shifting? How is a given level of Psyche combined with Pattern powers doing against this Logrus adept foe? The fact that we were spared an actual attribute auction, as well as the choice not to have secret communications, made cooperating very straightforward. An engaging, exciting and overall wholesome affair.

Conclusion

As I said, the convention was lovely, and I was extremely pleased to be able to participate in games that put some of what I'd read about diceless systems into practice. I do hope to write something more substantive about ADRPG and game design and practice without randomness, or at least actions adjudicated by dice, eventually, and I'm glad I won't only be leaning on text and theory for it.

Monday, March 15, 2021

On no longer running D&D 5e

Note: this translates and expands upon a clarification I made for a post on a Hebrew role-playing game Facebook group, where I asked about people's experiences with converting a campaign to a different system.

Let me explain why, if I do decide to add new arcs to the campaign which I finished in February, I would want to do so in a system that is not Dungeons & Dragons 5th Edition.

On the one hand, I don't feel that the things that are dominant in D&D 5E were meaningful for the campaign developments which interested me, and hopefully, the players as well. The character journey from slightly superhuman to very superhuman, which is apparent even in the range that we played, levels 1 to 5, simply wasn't very connected to them.

On the other hand, I felt the absence of tools that I have seen in other systems:

  • The existence of multiple groups using different, mutually unintelligible languages, was very important, and D&D has very facile support for this aspect of play - as opposed to, say, RuneQuest Classic, which has a dedicated and yet seemingly well-integrated system for languages as skills, including acquisition, graded levels of proficiency, distinctions between speech and literacy, and tools for addressing communication between characters with different levels of fluency. I've previously written my early impressions of RQC, and a more detailed discussion of using languages in RPGs.
  • Especially towards the end of the campaign, there was a lot of mass combat. While I was eventually able to run an experience that was reasonably engaging using the rules of D&D 5E, it would have been much nicer to work with a system that had better support for it. For example, I had an excellent time playtesting Ahadi, Basheer Ghouse's upcoming role-playing wargame, where you play officers of a certain rank in the Mughal Empire. It blends role-playing political power plays, managing interesting and sometimes risky travel and logistics, and conducting tactical mass warfare in a very entertaining and cohesive fashion. Such a breath of fresh air after attempting to do similar things in D&D.
  • D&D 5E's method for handling social and diplomatic challenges is basically unusable, and I would much prefer to have a system with better social mechanisms, which also tie in better to character progression.
  • This feeds into a bigger issue: the lack of ways of measuring character advancement by level of influence or political power, or by increase in knowledge, without them becoming superheroic in more personal, direct ways. The main numerical measure of progress in D&D 5E is the proficiency bonus, which gets added to the mundane and magical attack modifiers, to the target numbers when forcing enemies to roll saving throws, and to the use of skills and tools. It ends up flattening out progression into combat prowess, with everything else being subsidiary.
I was able to use a combination of reinterpretation, homebrew, and dungeon master fiat to work around these issues in the campaign to its conclusion. Furthermore, I am aware that there are homebrew rules, frequently cheap or even free, which address a few of them. But they would turn the game into something entirely different, and I would be spending more time fitting them all together than running and enjoying the campaign itself. And since I don't really like the core of this system anyway, I would much rather start somewhere else.

Thursday, December 10, 2020

RuneQuest Classic - first impressions

I've been making my way through RuneQuest Classic, a reprint of the second edition of Chaosium's role-playing game set in Greg Stafford's Glorantha. Like many games of that era, it seems to be trying to do many things at once - in today's terms you could say that it has several competing creative agendas. One of them is immersing you in the shamanistic, bronze-age setting of Glorantha. So far it is hard to say whether it's successful, because of the dominance of the second agenda, led by designers Steve Perrin and Ray Turney: improving upon some shortcomings of Dungeons & Dragons, first published in 1974.

Did you find classes in D&D restrictive? In RuneQuest, there are no classes; instead, you generate a character who has attributes which lead to access to potential skills, some of which are martial or magical. To a certain extent, everyone can participate in fighting, casting spells, crafting items, and other aspects of adventuring in the world.

Did you not like how advancement in D&D was tied to experience points, which in turn were tied to finding treasure and killing monsters, with no relation between how you got the experience points and what you got better at doing? In RuneQuest, individual skills, as well as spells, cost money to learn and improve upon because you have to pay experts to teach and train you; in addition, using skills lets you roll to see whether you've improved in them, and there is a hard limit on how good you can become at a skill when you don't go out into the world to try it out. Using specific weapons, and specific ways of using them (say, attacking and parrying), are each considered skills, as well; although there is a default way of using half your skill in, say, one weapon to use a similar weapon you are not trained in.

Did you find D&D's combat unrealistic and insufficiently lethal? RuneQuest has an elaborate system with specific skills for individual weapons, complicated combat rounds where the timing of your strike depends on the type of strike. When you do strike, you can hit individual parts of the enemy, and you can easily kill someone just by hitting them hard enough in the head, measurably different than an attrition of hits in separate limbs. Whether the hit connects depends on the target defending and/or parrying the blow, with results on the weapons or shields involved; and shields, armor, and weapons can be worn down or destroyed in combat. Comments in the second edition suggest that melee combat, at least, was simulated based on the authors` experience in Society for Creative Anachronism mock battles, rather than D&D's simplified rules, scaled down from the statistics of mass combat. The fumble table (for really bad combat rolls) is populated with embarrassing situations that came up in SCA fights.

Did you find spellcasting in D&D, which involved choosing to prepare individual spells, which then disappear when used? RuneQuest... well, it bases your ability to cast spells on depleting a POW attribute, but there is also an INT attribute which decides how many different spells you can have ready to apply to begin with. I am not sure if it's really an improvement, but it's certainly different.

I have an adventure concept I'm eager to try out, so once I've read the book through and done some play-testing, I will be able to decide whether adventuring in Glorantha explicitly is captured well. If this RuneQuest doesn't work out, nor the more recent edition, I might decide to take up HeroQuest, Robin Laws` narrative system, as an alternative. In the meantime, King of Dragon Pass should allow me to get the vibe in a solo computerized environment.

Tuesday, December 8, 2020

Radio texts

As I mentioned in a previous post, I've decided I want to use Vincent McInerney's Writing for Radio to improve my role-playing craft, specifically describing the world so that it has substance in my players` theater of the mind.

The first chapter presents a philosophy of radio, and argues for choosing mindvisible (his term) descriptions over what is too abstract to be visualized, or built up to be confusing in the mind. The way it teaches this is through text comparison. First come a few where it is clear one is better than the other: a few obtuse metaphors compared with a vivid description of the sinking of the Titanic; a description of life in a concentration camp, already taken from a radio broadcast, compared a discussion of torture in Gibbon's The Rise and Fall of the Roman Empire - the former is very evocative, while the latter takes too long to digest for someone being given a description in real time, and in any event discusses things too abstractly.

The bigger texts are then left for the reader/student to digest, compare, perhaps edit for radio: descriptions of a party in Charles Dickens` David Copperfield and Leo Tolstoy's War and Peace; descriptions of torture and its consequences in George Orwell's Nineteen Eighty-Four and Wolfgang Langhoff's The Rubber Truncheon; and finally fantastical texts, William Blake's A Memorable Fancy, and Peter Redgrove's Being Beauteous. I worked through them a bit, read them aloud, recorded myself reading them. Mostly I've come to appreciate the craft of Dickens, Orwell, and Redgrove quite a bit. Orwell especially - I've read 1984 in the past, but it didn't really hit me just how visually and emotionally powerful his prose was there.

For texts that were not taken from the book, I'll be looking into two accounts of Chateaubriand's entry to Constantinople, which I myself translated from the French. A friend sent the sources to me a long while back. The first account is by Chateaubriand himself, and seems very literary, but not very easy on the mindview; Julien, his lieutenant, I think, is more pedestrian in his descriptions, and more evocative for all that.

Recording and re-recording these texts to hear how they sound out loud is an experience. My own voice is still hard on my ears. I have to wonder whether my players suffer from my poor enunciation and diction. Something to improve before I get to work on the content of my words, I suppose.

Sunday, December 6, 2020

Rachel Bloom's autobiography update - there's a musical!

In a previous post, I mentioned hoping for a musical number. There is in fact a whole short musical! You can listen to it on her website, in .wav form.

Thursday, December 3, 2020

Rachel Bloom's autobiography, first impressions

Before Rachel Bloom co-wrote and -produced The CW's Crazy Ex-Girlfriend, she was known on the internet for her humorous Youtube music videos exploring heady subjects, such as her sexual feelings towards science fiction author Ray Bradbury (Fuck Me Ray Bradbury), or compulsions and intrusive thoughts (The OCDance). The CW show gave her co-creators, a budget, and more professional actors with which to explore these themes, but any production environment, especially with the expectations of a television or Youtube-monetizeable audience, is going to act as a bit of a filter.

I Want to Be Where the Normal People Are (Grand Central Publishing, November 17, 2020), her autobiography, is as unfiltered of a Rachel Bloom experience as you're going to get. I've only read the first few chapters, but I would describe my experience as follows: every page or two I would laugh explosively, and every ten pages or so I would need to take a break. She's had a childhood that ranges from relatable to peculiar, and tells of it with her famous eloquent, acerbic, and self-effacing delivery. There haven't been any musical numbers yet, but here's hoping!

You will put this book down, only to pick it up the next evening (depending on your reading schedule).