Wednesday, 29 February 2012

More family pride

My cousin.  My wonderful, talented, lacking in confidence cousin, has just opened up her website.

It's right here:

Sonia Boue

She's been one of my best friends since childhood and even now is one of those people who I can pick up a conversation with as though we talked every day - even when months have passed.  None of this is relevant to her talent and her commitment to what she's doing, but you have to realise that this lady is gold all through.

Please take a look.  Offer her encouragement.

I want to go to Oxford and go to her workshops.

Just had to take a moment from my own creative trauma to share her world.

Pain

Hit a block.

All the outline is in place for Odysseus.

Dialogue not coming.  Normally my strong point, but it's just not working this morning.

One phrase would get me started and I just don't have one.

Ideas please?

Tuesday, 28 February 2012

Odysseus goes home


Been working on the play I need to have semi-sorted by Friday.  It's for the after-school Drama Club I run for Bowes School and will be their end of summer term production.

Thinking small gets me nowhere, so I've gone to the other extreme with this.  The cast will about twelve in number (currently twelve, but we often pick up a couple more once the show starts rehearsing).  Age range 7-11.  Ability varied.  One boy.

It needs to tie in vaguely with the school's Olympic theme.  It needs songs (I have some good singers this year).  It needs movement (I have some good dancers this year).  It needs enough parts for everyone to have some keynote scene where what they say matters.  Run time around 30 minutes.

I think the Odyssey is a natural choice, myself.

Olympics - well, it's ancient Greece.
Songs - check.  Sirens sing.  Sailors sing.
Movement - check.  Ships, pigs, harpies, Scylla and Charybdis, sirens, sheep, winds.
Parts - check.  See above and add Penelope, Odysseus and random gods to that list.

Outline done.  Know how to deal with Cyclops.  Know how to deal with ship-stuff.

Need to find suitable siren songs and sea shanties, plus plaintive song for Penelope.

Then I have to do is write enough of it for them to audition with. 

By Friday.

I'm an idiot.

On PbPs - another basic primer

Over at Paizo, threads pop up fairly regularly asking how to run a PbP and I'm jotting down some thoughts about that here.

There are many more potential players than potential GMs.
GM dropout or burnout is responsible for the vast majority of PbP deaths.


So, how do you start one, how to you keep it running and how do you keep your own interest going?

Planning

However much you want to run a whole adventure path bringing the players from novice wet-behind-the-ears adventurers to super-charged world changers, accept right now that you can't.

Plan one adventure at a time. You can build from one adventure to the next and create a campaign that way, but if you set out to run all six modules of The Curse of the Crimson Throne you are setting yourself up for a world of heartbreak.

PbP is slow. In a three-hour live gaming session you can reasonably expect to get through at least one combat encounter and a certain amount of plot, negotiation and rambling around. In a PbP you may well be looking at 3 months.

Look at your material right now and prune it. Be ruthless. Read the adventure with a critical eye and ask yourself which encounters further the plot. Look at the maps and ask yourself which ones are necessary. On average, you will need to trim out at least one third of a pre-written module. If it doesn't progress the story, ditch it.

If you are running a homebrew, it's easier to make those cuts. However, it's your heart that breaks when all your carefully crafted subplots have to vanish. Trust me. They do have to vanish. You may be able to work some of them back in, but don't count on it. Running a homebrew requires a bigger investment from players and unless you live online, you can't possibly hope to answer all the questions that would take 10 seconds at the table and may eat a week of PbP time.

While this may seem like brutal railroading, be aware that the timescale of PbP means that a lot of plot points will be missed. If something is important, you need to say it loud and clear. And then say it again. Your players aren't stupid, but something mentioned in passing five pages ago can easily be missed. You will do yourself and your players a huge favour if you condense and telescope down to the essentials. If it matters, tell them.

16 archers may seem like a very cool encounter.  Just be aware before you run it that updating those 16 archers is going to take a lot of your time.  Maybe a couple of hours of it until the players start killing them.  Consider reducing it to 6 rather more awesome archers.

Brutal pruning makes room for your players to build their own bits of plot. More on that below.

You will get player attrition. The chance of the same party existing in 6 months time is negligible. Keep that in mind and have ways of getting new players into the game without breaking the flow. Easy in urban settings, not so straightforward in the middle of a dungeon.

Run something you like or can turn into something you like. You will be looking at this baby for a very, very long time. Starting a game you're only half-invested in is doom before you even ask for players.


Advertising

You've got your adventure. Now get your players.

At risk of stating the obvious, be clear from the outset. Include the following information as a minimum.

System - is it OSR, 4e, 3.5, Pathfinder, whacky thing you knocked up on the fly one drunken evening.

Starting level and character creation rules - self-evident, but important.

Setting - delving through the pygmy infested jungles of Rythortan is not going to require the same players as your high level diplomacy game negotiating with Grazz't. Players keen to build cavalier types will be justifiably unhappy if you don't warn them that they'll be spending a lot of time on boats. In an ideal world, any PC should be able to operate in any setting, but the reality tends to be that PbP PCs may only get the one adventure to show their chops. Don't let someone build a character they can't have fun with in your game.

Your own expectations - this is important. You need to state clearly what you want from your players. Posting once a day, 24 hour deadline or you get GMPCed in combat, notice of absence if possible. Whatever it is, get it out there. Corollary to this: stick to it. If you say you expect people to post within 24 hours of their combat turn coming up, make sure you do act on their behalf. (This is one of my rules and the one I try hardest to stick to).

If your game is something with obscure rules, can the potential players get easy access to them? If there's an online resource, post a link. Make it easy for people to find out about your game.


Tips to make your life easier

Ask your players to keep track of their own hp and conditions and to make sure that they have a complete character sheet available and up to date where you can see it. If you need to run that character, you need that information.

Consider asking your players if they will let you roll init on their behalf. Time zones being what they are, it can take two days to get into combat if you have to wait for everyone to check in and post. Nearly every player I've ever met would rather post a set of cool things they've done than an init roll.

If you provide maps, keep them updated. Players need to know where they are in a battle. I use Flickr which occasionally refuses to update properly. It's my biggest bugbear.

Try to post all the information the players need in some easy to read format. If 16 archers all attack, you are going to have to make sure that each of those attacks is posted clearly. If any of those attacks have fancy effects, you need to say so. Let the players know if they're injured or blinded, or drowning in toxic mud without making them wade through an incomprehensible paragraph.   Like this one.


Running the game and troubleshooting

Assume everyone is an adult and wants to have fun.

Your primary job as the GM of a PbP is to be available and to keep nudging. Let the players know if you're too tired to post. Tell them you're going to be without internet for three days. Post regularly. You have to. If you keep checking in to see what the players are doing, they will keep checking in to see what's happened to their characters. It also means that if your internet does fry for some inexplicable reason and you can't get a message to them, they tend to know something is wrong and you haven't just abandoned them.

If you are burning out, losing interest or don't have time to run the game properly, let people know.  If it's a temporary issue, ask the players if they're happy to accept a change of pace for a while - even putting the game on hiatus if you need to.  However terrible it feels to make those posts, it is far, far better to do so than to jump ship without warning.

Be prepared to be ruthless. If you have a group of four or five great players and everyone is constantly waiting on a single laggard, you may well have to boot the offending player. You don't have to be rude about it, but you need to deal with the issue. Some players just need a different pace or a different game. You are not going to be the ideal match up for every player every time. Accept it and don't berate yourself.

You will make mistakes, so be up front about them. In general unless the mistake is completely game-breaking, don't try to revise it. Just suck it up and move on, implementing whatever it was you got wrong from now on. Similarly, if players make mistakes, sort out the issue as quickly as you can and move on.

One of the wonderful things about PbP is that you and the players can develop characters much more organically and improvisationally than at the gaming table. Suspension of belief is easier when you can't see the large bearded gent playing the tiny girly halfling. This works both ways. Players give you a lot of clues about their PCs through their posts. Read them. Use them. It's game material on a plate. It is free plot. Pick up on their randomly expressed thoughts, file them away and use them. Make it personal.

Enjoy what your players bring to the table and let your own imagination roll.  You have time to look up the rules and world-build, so use it.

More insights from Zak S

Interesting post from Zak S over at Playing D&D with Pornstars.

Lot of food for thought re women, art, gaming and priorities.

Monday, 27 February 2012

Sadly excited

One of Hartlepool's prime attractions





Off to Hartlepool today!




Not words that would normally make me ridiculously excited, but I've never claimed to be anything other than an obsessional geek.  Forgive the exclamation mark.  I regard these as the sign of a diseased mind, but some statements need the emphasis.

The port town has two things strongly in its favour.  The first is a wonderful maritime museum.  It's true that I probably won't get to visit it, but the Trincomalee is such a beautiful ship.  For someone who gets seasick in a deep bath, I have a passionate love of the sea and all that sails.  As long as I don't have to get on board and, you know, actually sail.

The second - be still my beating heart - is a college which does courses in costume design.  They do millinery.  They do corsetry.  They do pattern cutting.  Friend and I are going to attempt to inveigle ourselves onto some of these courses.  As my co-conspirator put it, "we don't need the actual degree after all.  We're both much too old and we know how to spell already."

I imagine myself armed with rigilene and making these:

Another Hartlepool attraction

Cake may also feature if we can find any.

Sunday, 26 February 2012

The home game


The home game is on the go again, which is a source of happiness.  Much as I love my PbPs, there is still something special about playing face to face.  It's the social aspect and the chat and the cheers and groans and general interactiveness that is so wonderful.  Nothing says D&D like rolling out the map, finding the biscuits and using random bits of tat to represent monsters.  We discovered long ago that anything edible is a bad idea.  "I'm sorry, I think I just ate kobold 7".  "Was the paperclip you or the enemy archer?".

Thanks to UK Games Expo and GenCon, we now have many more minis and paper models around.  In theory at least, it should be easier to identify who is who, but despite some serious attempts at labelling, combat is often held up while we hunt for the bag of orcs we know someone put somewhere safe last week.  After 5 minutes or so, we substitute.  "So, these kobolds are rats and the purple worm is a troll.  Everyone clear on that?"

Due to the various family commitments of the original players, the group is currently down to four (five if work permits) and son and heir is GMing it.  He's very good and the campaign is a lot of fun.  Son writes a lot of his own monsters.  I rather like this.  It adds a big element of uncertainty and makes sense of using knowledge checks.

Our group of four contains the following.  Anandor the eladrin wizard.  He lurks.  He lurks really, really well as he has a high Dex and his favourite tactic is to lean against a wall and pretend it isn't him firing magic missiles at minions.

Brian Flowerbuds the battlemind is our melee specialist.  Also, for some incomprehensible reason, our diplomat.  This makes no sense at all as his player nearly got us all killed by the Thieves Guild when we went on a polite visit and he diplomatically offered to fight them all.

Roger the skald is our healer.  As a pixie, he spends quite a lot of time riding around in backpacks, but when the dice start rolling, he charges into battle screaming warsongs.  It's terrifying.  He is clearly a feegle.

His best friend is the satyr pictured above.  Baldwin is a warlock.  His sole ambition for many years was the acquisition of a wine cellar.  Sadly, he and Roger were captured by agents of Vecna and spent some time not quite themselves.  Since their return, they have a strong interest in finding out exactly what happened to them.  They'd quite like whatever it was to not happen to anyone else either.

Thus are adventuring parties born.