Wednesday, September 19, 2007

Scene Framing for the RPGMeetup Blossoms are Falling Game

Scene Framing for the RPGMeetup Blossoms are Falling Game

Incorporating elements of Burning Empires and Primetime Adventures.

Structure of the Game

After Clan Burning and setting concepts for your characters during Character Burning we will break the campaign down into parts. We need to agree on an end point for the Campaign and examine how the players goals are going to work towards that. We can discuss if there are going to be any important tests or conflicts that will inform narration of the end game. The breakdown will be

Campaign -> Character Goals -> Sessions -> Scenes.

Scenes

Scene creation starts with a request from a player (GM's are players too!). Everyone takes turns requesting a scene, and the player whose turn it is to make a request must declare to the group; the scene’s agenda and its contents.

At the beginning of each session the GM will set the first scene. Then the players take it in turns requesting scenes. If you don't get to drive a scene in one session we will continue the order the next session. The GM has discretion as to whether they or the next player in the order gets the opening scene.

Hopefully eventually people will be able to think about the sorts of scenes they are going to want in between sessions. If you have any ideas for scenes at the end of a session that you would like to play out next time let the group know.

Agenda

The agenda of the scene is meant to make explicit the purpose of the scene. Scenes generally are focused on one of the following types - Conflict, Building, Colour, Interstitial. (thanks Burning Empires)

Conflict scenes are where high stakes conflicts will take place. These scenes will typically focus on the Dual of Wits, Fight! and Range and Cover.

Building scenes are setup scenes mainly geared about staging events and driving towards an inevitable high stakes conflict.

Colour scenes are for roleplaying. For establishing character and setting. Nothing important is really at stake in Colour scenes. I like to think of them making whats at stake in the larger conflicts more meaningful.

Interstitial scenes are like colour scenes but are more focused on relationships between characters. They can be used for making sure you have help available to you in your conflict scenes.

Scenes need to revolve around a players Beliefs Instincts and Traits. If a scene doesn't result in Artha or linked tests it should be very short indeed.

Contents

The agenda is really looking at the Why but the contents of the scene incorporate Who, What, When and Where (Not in order of importance)

Who is in the scene? Which characters are required in the scene? Who else wants to be involved? Final decisions are up to the GM and the Scene requesting player. Circles up anyone that isn't a player or relationship.

What is happening in the scene? Whats actually going on in the scene to address the Agenda? This is really tightly focused on any conflicts occurring in the scene

When is the scene taking place? Pretty self explanatory I hope.

Where is the scene taking place? If it isn't an established location use a Wise to bring a new one into play. Established locations would be the home or workplace of a Player or Relationship. It would also be the workplace or home of someone brought into play with Circles. Ideally after a few sessions we will end up with a number of Wheres which Prime Time Adventures would call Sets. We can draw on existing Wheres to reinforce the shared imaginative space.

Ending the Scene

All scenes come to an end. Once the dice are rolled and the Agenda has been addressed its time to finish the scene. Move on to the next player.

Sunday, September 16, 2007

Gearing Up For A Game

Im gonna run Blossoms are Falling for a new group soon. Im just dropping a few links here mainly for my own reference. I had read them a while ago but I think there is value in having another read.

http://web.archive.org/web/20060519100735/http://bankuei.blogspot.com/2006/02/conflict-web.html

http://web.archive.org/web/20060519100735/http://bankuei.blogspot.com/2006/02/flag-framing_03.html

http://web.archive.org/web/20061021025926/lumpley.com/comment.php?entry=183

The Clan Burner in Blossoms does the job for a lot of these things but its nice to get some different angles on it.

Wednesday, August 15, 2007

GM: Manifesto Part 1

This is part one of me making random comments in regards to the way I currently would like games to run. First step is....

Everyone Needs to Entertain not just the GM

A few people seem to judge a good game on how much the GM prepares and how interesting the delivery of scenes are while they get to sit back and watch the show making the occasional prod or rolling dice every now and again.

My preference is that everyone at the table needs to bring in the entertainment. The players should drive the narrative and the GM should react to their actions and not shut them down if he decides it doesnt work. The players need to be empowered to bring things into the world that they are interested in.

I have tried the former approach to GMing and I got burnt out very quickly. The players would occasionaly shift the story about which was awesome but then once they had forced a shift they then sat back and let me drive it along again.

I dont like getting burnt out from gaming, no wonder people approach running a game with fear. I think it boils down to intensity. I would like the players to operating at the same pace and intensity as the GM.

Im not sure how to bring this on yet but damn it.. Im gonna try!

Sunday, August 12, 2007

Burning Wheel - The Sword

Last Friday I run The Sword for some people. Most were quite familiar with Burning Wheel one was not. I didnt feel it went that great, I didnt mention anything on the spot because I wanted to give it some thought first. Hopefully everyone who was involved will read this and not be offended by my take on it all.

First up I gave out the Characters. I also gave the person who was not familiar with BW an overview of Intent and Stakes. Unfortunatley I didnt read out the blurb on each character from the booklet which meant people were probably not clear on the best way for their character to participate.

Started well with a dual of wits between the Roden and the Dwarf - Roden wanted to be paid double, Dwarf wanted to pay when they got out of the dungeon. It was a tie with both hitting zero in the same action. The compromise was that the Roden would be paid his agreed to amount once the sword was found. Everyone seemed to really like the Dual of Wits.

The sword was found and the dwarf paid (with no help from the elf or human) needless to say he was taxed into the ground. Probably should have made him do a Greed test to make him get some helping dice from the others.

Meanwhile the Criminal tried to steal the sword and was noticed by the elf who stood and did nothing. He then tried to conceal the sword about his person and make a run for it. He used Tomb-Wise to find a secret exit but failed - there was a secret door but the dwarf was standing on it. No one was going to stand for the criminal stealing the sword so out broke the fight! It not the most intelligent move on behalf of the criminal (I put this down to not giving a good briefing on how to play each character, of course when someone spots the word "criminal" they assume a typical D&D "take anything thats not bolted down" thief)

The fight started well but I think I failed a bit in not asking for clear intents for positioning and actions, it made the system a bit mechanical and not as interesting. For example once the elf established he would use ManWise for a FoRK on his sword skill he would just automatically take the dice everytime. I should have made sure he stated an intent that explicitely brought Man Wise into play each time he tried to use it. Another thing was that even after the Criminal became wounded he just kept going as if nothing had happened, i think at that point he should really have given up and made up a dodgy excuse instead he just kept on going until he was knocked unconscious.

Also there was a bit of distracted talking while others were resolving actions during the Fight! which meant many people were talking at the same time, something i really dislike! One good point though is that I was able to pull off a multiparticipant fight quite easily, I think I have grokked positioning to about 80%.

Considering everything The sword is an excellent introduction to the burning wheel rules. I would happily run it again especially after learning so much from this session!

Sunday, July 29, 2007

Dogs in the Vineyard is Brilliant

Last monday I played in a game of Dogs in the Vineyard. This game is fucken awesome!

My character is  Brother Ezekiel. As part of his initiation he failed to prove to himself that the mountain people (Native Americans) are not strong in their Faith. He was an orphan and was contacted by his blood relations (mountain people) to return back home, help look after them and abandon the Faith that nutured him into the man he has become. His belief in the Word of the Book of Life was challenged and he was tempted by them to leave the faith. He finally refused but his belief that the mountain people could be redeemed in the eyes of the King of Faith was destroyed. (As part of the fallout for that conflict I took a Trait that The Mountain People can never be set on the true path of Faith and also added further complication to the fact that he is of the Mountain Peoples blood)

After that we vistited a town that was under the influence of a sorcerous old woman who had formed a Cult and was practicing false doctrine. The Dogs eventually got her to repent her sins but she managed to challenge further Brother Ezekiel's belief in the Words of the Book of Life. He took another trait that the Love and minds of man can be more powerful than the Words of the King of life.

It was quite interesting that he started as being quite dogmatic (sorry no pun intended) however the first two conflicts he was in had shaken his beliefs to their very core.

Its really great the way that the conflicts in this game actually shape your character. You really end up striving to fail often as that is the way you develop your character.

Tuesday, March 13, 2007

SotC - Professor Vortex Man from Tomorrow

Here is a character made up for Spirit of the Century which hopefully will be played this weekend! Bonus points for recognising the source of his likeness.

Background
He Appeared in the trenches of WWI and was hit in the head by a stray bullet. He was taken in as an Prisoner of War by the allied forces, as he was babelling incoherently they mistook him for a german. The wound had given him amnesia! He doesnt know who he is but found he had a knack for electronics.

The War
His stay in the Prisoner of War camp taught him to survive on very little food, in fact he found he could survive on next to nothing except cigarettes and water. Having limited access to components he found he could make gadgets with pretty much whatever was on hand at the time, even though often it was only good for one use. He came under the tuteledge of Alan Shakespeare who recognised his uncanny abilities and made him an honoury member of the century club. He was encouraged to stage an escape attempt but unfortunately Alan was lost in the tunnels and never found again. It was fortunate that Alan was rich and left everything he owned to Professor Vortex.

Professor Vortex and the Ant Headed Humanoids from Mercury
The Professor's uncanny knack for technology soon attracted the attention of the Ant Headed Slavers from Mercury who wished to use his Brilliant Mind to rescue their bloated queen from the Mercurian Gorethrax. He managed to rescue the queen and was rewarded by being Betrothed to the queen, the only way in mercurian law to release him from his engagement was by death however a brilliant Planetary Lawyer rescued him with a loop hole in earth marriage law.

Quincy Wild vs The Mutant Banditos guest starring Professor Vortex.
Professor Vortex is was investigating a source of the rare mineral Immaterialium in the deserts of the American South West when he is beset upon by a group of Mutant Banditos who seek to use his know how to break into Quincy Wild's munitiioiins warehouse.

Shotgun Suzie vs Turkish Delight and guest starring Professor Vortex
To stop the Turkish Delights mobile train fortress Suzie visits the professor in his secret Alpine Labratory to borrow him and his Radiomatic Wrench to derail Turkish Delights evil plot.

Radiomatic Wrench
The Radiomatic Wrench is a highly customisable gadget that basically can be used to achieve anything under the rules of the Universal Gadget Stunt

vortex

Aspects
Man from Tomorrow
Who Am I Really?
Machine Whisperer
Can live off cigarettes
Upsets Aliens
Mad as a Cut Snake
Coveted Science
Escape Gone Awry!
My Handy Radiomatic Wrench
Lets Hideout in my Secret Alpine Labratory

Skills
Science!
Engineering - Resources
Academics -  Empathy - Pilot
Mysteries - Athletics - Alertness - Contacting
Drive - Investigation - Rapport - Resolve - Survival

Stunts
Universal Gadget
Scientific Genius - Physics
Theory in Practice
Scientific Invention
Weird Science

Monday, January 08, 2007

Me Want!

Just to remind myself these are the RPGs I would like to purchase - The list isn't exhaustive.

I can only afford one at the moment which will it be?

Inspectres
Lacuna
Spirit of the Century
Dont Rest Your Head
Capes
Polaris
Burning Wheel
Dogs in the Vineyard

At the moment I am favouring Spirit of the Century and Lacuna Pt 1, but then i just said i can only afford one.

I hope there is one of these at Cancon as I am allowed one thing from Cancon and one thing from indiepressrevolution.