Friday, August 15, 2014
Belle Pt 2
But none of that changes my feelings about Belle. I still think about her every day, I'm still sad every day, I'm still trying to come to terms with this, by now, fairly old tragedy. I've read a lot of articles on pet loss and grieving. All of it is good advice. I particularly liked The Pet Loss Companion book. But none of this makes it any easier.
I've combed through all of my old pictures and social media feeds for pictures of her, and I just can't find many. I think many of them might be on my camera or on my old phone, because I know I took more pictures of her. I have thought about her final days often, and I continue to feel insanely guilty about that last final trip. What could've been more important than staying with her in her last final moments? Of course, if I had known then what I know now, I never would've left.
I've finally gotten to a place where I can think about her and talk about her sometimes without completely shutting down, but the loss is endless, its something I'll have to keep that in my heart forever.
I think the reason I've attached to her so strongly is my long years in Seattle. Feeling like she was my only true friend (which she wasn't) really let me rely on her presence as a crutch. I'm so lucky to have so many good people in my life right now, but she was with me at my lowest, and I wanted to be with her at her lowest too.
I always knew she would die one day, but the guilt I feel over her death is powerful and still consumes me.
I've thought a bunch about bringing another dog into my life. I still don't know if that is such a good idea, but I think if I lived in a place that allowed it, it would already be done. Unfortunately, the world is what it is, and I'm left shouting my pain into the darkness.
I don't really think this is a great post, but I sorta felt I needed to write it. Hopefully I can get back to happier posts soon.
Monday, July 29, 2013
Belle
I'm writing this because I need to say the things I'm not saying. I'm writing this because I fear I will forget her. The feel of her coat. The inquisitive wet nose. The slight lift of her ears when she heard her name.
I guess she had been sick for a while. Other people seemed to see it easier than I did, but I just couldn't accept that she might leave me so soon. Somehow I had gotten in my head that she would last until 10 years. That I would get the long decline of health, sight, and hearing I had seen in other dogs. It didn't happen that way, and I was blind to it. I wanted to be there for her.
Belle was very special to me. Right after college I researched how to get a Great Pyrenees, a breed I knew well from childhood when I could go and play with one in the neighborhood. I'm also told my favorite cartoon as a child was Belle & Sebastian, about a young boy named Sebastian and his adventures with Belle, a Great Pyrenees. I knew when I graduated that I wanted a dog and I wanted a Pyrenees.
When she arrived at the airport, I had only had a few old photographs of her as a very young puppy. They brought out a dog in a crate and told me to sign for her. I looked the crate and saw a beagle. A while and brown beagle. I suddenly had visions of a breeder that had lied to me about the dog I was getting. Fortunately before I could drive home with my new beagle companion, another family complained that their beagle had been turned into a Pyrenees puppy.
I brought her home after that and she was a terror. Never underestimate a dog that will grow to 95 lbs as a puppy. She would knock into things, jump up on people and generally be a nuisence. But I loved her.
One time in particular, I was making biscuits to bring to a dinner at a friends house. I had put a batch in the oven and was going to do one more. I walked out of the kitchen after placing the unheated log of dough on the stove. I turned back almost instantly, but belle already had 3 quarters of the thing down her throat.
So yes, she was not always easy to live with (especially in the 2 bedroom downtown apartment in Seattle), but she was always loving. She loved to get up on the couch when I was sitting there and just lie down next to me. She love to snuggle with me on the bed and beg for belly rubs when I was trying to go to sleep.
Other things she liked to do included barking, surveying her lands from a high vantage point, and chewing furniture.
As she got older, she and I learned how to live together. Towards the end the only things we disagreed on were how much the gardeners were to be trusted (NONE said she) and if I should ever pack a suitcase again.
One thing I always found endearing about her was her lifetime ability to chase her tail. She had the most gorgeous long fluffy white tail that would whip around like a fan an catch lots of wind. Because of this she could sometimes catch her tail in the corner of her eye, and then it was off to the races! She would spin and spin and spin in circles trying to grab that tail. She almost always caught it to. When she was a puppy she would gleefully chomp down on that white fluffy tail and give a little start. When she was older she would just chew a little on the fur at the ends.
She was my companion every day of our time together. Even when we were not together physically I would think about her often. I almost always worried about her while I was gone, and several times considered getting an internet-enabled camera so I could make sure she was doing okay while I was out. She gave me so much love and devotion. She was so gentle with everyone, at least once she wasn't a puppy, and she loved being with people.
I always knew a day like yesterday would come. I always knew that one day I would be standing and she wouldn't. I always thought that I would be with her, that I could help her through that time. I thought I would have more time. She gave me companionship and love for 9 and a half years, when others left me, she stayed and was unconditionally happy.
My grief process is just starting with her. I know that I will miss her for the rest of my life. As rational-science driven person, I don't believe she lives on. But as a human being, as a dog owner, as the human father of Belle. I hope she is out there stealing dough and lying on couches just watching people. I hope she is jumping on unsuspecting women in the street and pulling their tops down. I hope she's chewing through couches and making people buy entire trucks for her. I hope she gets to run in a wide open park and have all the bacon treats she wants.
Belle, I miss you.
To my friends that knew my friend and companion. If you can remember anything about her, good or bad, I would really appreciate anything you care to write.
Friday, April 8, 2011
Dread: Horror Roleplaying Done Right
The great thing about this mechanic is that it gets everyone very tense and concentrating on the mechanic of the game, and that tension and focus transfers well to the game that is happening around the tower.
I have since the game run it again for my Seattle group of players, and it worked similarly well. I'm planning on running a Dread session at ACNW. I'm not sure if I want to use the same story setup (something terrible happened at camp 10 years ago that is coming back on the players), but I think it could be pretty good. One of the things in the feedback of the game at the retreat that people latched on to was that I should've given them a roadmap to defeating the evil thing. That seems like a really good horror trope to give the players, since otherwise they are helpless to make the evil end (which was a focus on the game, though doesn't have to be in general).
The main problem I had the first time I ran it was a GM/plot issue that I didn't resolve well. I basically had 2 plots planned: a zombie horror game, and a camp horror one. I didn't know I had this problem, until I started the game and realized that everyone wanted to deal with the camp stuff. It couldn't be zombies, it had to be related to the dead camper! This was very obvious in retrospect, but caused the game to suck slightly in the execution.
I also tried to give something for the "eliminated" players to do. Namely I asked for some shared GM'ing so we could split the group and also give the dead folks something to do. I didn't want to decrease the sting of death by giving them another character. So, I let some folks GM some scenes. They did a great job at the scenes I asked them for, unfortunately I didn't think through my instructions very well. Shared GM'ing is something that my friend Mike really likes to do, but I still haven't found the right way to approach the scenes, and this was no exception.
Anyway, I think the game went well, and my second run of the game also went well. Dread is a fantastic system that really doesn't get in the way and really encourages the roleplaying.
I've disabled comments due to the amount of spam on this particular post. Email me with any comments and I'll add them to the body of this post!
Thursday, March 31, 2011
Hero's Banner and a new Technique
For those that don't know, Hero's Banner is a game written by my long time friend Tim Koppang, and is designed to tell the story of a young man (or woman) choosing between life paths. You get 3 life paths: Hero, where you choose to act or be like someone you admire, Blood where your family's desires or needs take prominence, and Conscience where you own desires run free. The biggest change from other Hero's Banner games was that (at the cues of the write up) we did 3 players, 1 character. This was interesting, it got 3 very good players to put their head together and make 3 interesting, compelling life paths to choose between. Indeed, one of the biggest frustrations with the session was that we could only choose 1 path. Mike in particular wanted to strike compromises between the different life paths.
Beyond the character generation, there is a mechanic, which lets you succeed more the more passionate you are about one path over the others, which uses percentile dice (oh god why? WHY?), and a sort of game timer that measures overall progress towards narrating the final scene and epilogue of the character. These mechanics had a major impact on the game play, which in general is, of course, a good thing (in particular I thought it was good for us to abandon one of the paths, as it wasn't compelling or useful anymore), but too many times they felt like a burden. While we were always in line for choosing a path and agonizing over that decision, it felt like the players were, occasionally, jerked along that path fater or (at the end) slower than desired.
So what was our game about? Our Hero was Dame Plowman, a woman from common stock who had won her way into knighthood and an honored place at the Duke's court. The character (Damien) wanted to be like her, but mainly wanted to court and marry her, achieved by becoming a knight. The Blood story was the least interesting of the three. Our family was in trouble after the death of the patron of the family. Our mother and friend (Baron Landsher) wanted us to take on the duties of a noble and rescue our lands from our debts. Finally we come to the strongest story like, the horse trainer story. Conscience told us to become an Arabian horse trainer, which no non-arab had ever been able to do.
I think the biggest problem was the speed of the plots. I made the horse plot very strong by kicking it into high gear very quickly. First I tried to stage a scene in a village, getting Damien to pass judgment on an important matter (for the peasants). Mike ran from that, because he was late for horse training. On the way there they ran into Dame Plowman escorting a bandit lord from Uran to the Duke's prison. They witnessed the bandit lord attempt to stab Plowman, and decided to interfere despite the fact they were in peasant cloths going to the horse trainers (horse people hate nobles). They ran off quickly, after being stabbed themselves. At the horse folk's place, they were introduced to the master herdsman, (after meeting the hilarious and awesome Shaliq), and given a horse. They were then told they would have to stay with the horse for the next week all the time, with their hand sealed in wax to the horse. After that they went to talk to Mom, but found Dame Plowman at home, waiting to ask them why they were in peasant clothes and what this horse thing was about. Then they talked to mom, who revealed that their major creditor, Lord Fauntleroy was waiting to go over the books with Damien. Fauntleroy left shortly thereafter, thoroughly upset with the level of commitment Damien showed to his debts. Damien and the horse then went out to meet Plowman, and they had a romantic ride on the horse (Aiya). Plowman invited them to a ceremony to recognize her and his contributions to bringing the bandit lord to justice, in 3 days time. The horse was not invited. Over the next several days Damien fixed the village's problems, impressing Fauntleroy, but talked to their mother and told her they would not be the new lord for the land. They got permission from the master herdsman to be separated from Aiya for the 3 hours of the ceremony. They attended the ceremony where they were knighted in a surprise ceremony. Then the final horse scene took place, where they had to pass the final trial of the horse (I've skipped over the 7 horse trials they they've been doing each day). They failed (due to mechanics at this point). Then they went off with Plowman, finding Shaliq and his son fighting bandits, rescueing them and impressing Plowman at the same time. In the end, they chose to go with Sarah Plowman and join the knights of the garter.
I promised that I would discuss a new GM'ing technique from this game. I'm not sure it is coming through in the write up, but the horse plot was very interesting and awesome. All the players felt a lot of connection to both Shaliq and Aiya (the horse). So why was this? And could we find a way to replicate the awesomeness to other games? Mike and I discussed this at some length. The core of the idea goes like this: you as the GM want to make some item important or special in the player's mind, something that they (or the character) wants. First, you make them work for it. You make an entire people or tribe or group who's job it is to gatekeep the item or the best form of the item. The player gets in good with them. Then they are given the item or a proto form of the item. They must doing something that is awkward socially with that item for some time. After that the item will be completed or otherwise augmented. So for, say, a chopper character in Apocalypse World, that wants an awesome new bike. First introduce the nomad group of mechanics that make the best post-apocalyptic motorbikes. They given him a bike, doing a ritual to seal the bike to him, a lot of hoodoo nonsense with feathers and smoke. They let him go with the bike, but warn that the bike will have its own demands that if they are not met, will mean the destruction of the bike. Now comes the important part... The character now has a spiritual connection to the bike, and she (or he, depending on the sexuality of the character) is around as a hallucination all the time, asking for things, being socially awkward. Another example we thought of: a katana that must have a Samaurai's hand kept on it at all times for a week. A book that a librarian character desperately wants that can't be given, but can be copied, over the course of a demanding week. In all of these cases, a time commitment is important, it is also important for the GM to keep up the pressure. This shouldn't be a time-off week where nothing else happens, this should be the week that the plague comes to town, and jimmy falls down the well. There should be pressure to give up the item.
Obviously this item technique isn't useful in all games, but I think it might be a good idea. It certainly worked well in the Hero's Banner game we played.
BTW, Buy Hero's Banner!
Wednesday, March 30, 2011
The Retreat, Take 3
So what was the highlight of the week for me? I really enjoyed getting to play a bunch of indie games that I hadn't had a chance to try out. I'm going to try to be blogging for a while about the games we played, but today I'll limit myself to 1, and one I GM'ed no less.
The first game I GM'ed at the retreat was Dance and the Dawn. This is a very interesting game, extremely stylized and simple. The setup for the game is pretty simple. The players (up to 4) play the Ladies of Ash, which have been brought to the Midnight Waltz by the Duke of Ash at the behest of the Queen of Ice. The Queen provides 4 (or 5 in the case of 4 players) Lords of Ice, one of which is her son, the Prince of Ice. After some initial setup of the world (How does magic work? How do the Ladies find themselves on the Island of Ash), you create characters based on completing sentences (I was ____, I loved ____, I lost ____, I will ____), which I felt worked pretty well. The ladies also compose a couplet of peotry to describe their characters. The Lords then are created to help them achieve their "I will" sentences. The game proceeds on a chess board (read the book if you want the full details), there is very constrained interaction between the Ladies and the Lords (and everyone else). At most you probably get to ask like 3 or 4 questions to a particular lord. If you pick the one that was created for you, you have a happy life, otherwise, disaster (the left over lord is the soulless lord, whom no one will be happy with).
So what worked? I thought the imagery questions from the world setup worked really well. We quickly sketched out a very stylish setting and one that was intimately realized for each of the players. People were also pretty nervous about their end game decisions, despite everything working out for the best in my group. Though the soulless one was figured out fairly early by folks. The sense of courtly intrigue and propriety shown through despite the constricted mechanics and setting, which was awesome (in fact I think the constricted setting and rules that only allowed for a dance were the reasons those pieces worked).
On the other end of things, I found the lack of real romance to be disappointing. After having run my True Love game about 4 or 5 times I was looking forward to having a cool romance game that really brought things home other than the one that I made (with the help of others, see last year's write up for details on that game). But, the constrained nature of the game / characters and the clue-esque mystery that was the centerpiece of the game (who is their true love) served to leech out all of the romance and turn it into a more clinical game, at least in my opinion (though I would love to have comments from my players).
Over all, "Dance and the Dawn" worked pretty well, and was very cool, and I think we even told a cool story, but it is not a game about love or engendering player emotions. Well worth a play :).
Thursday, April 8, 2010
Cloak, Dagger, and Dragons!
1. The Belly Of the Dragon.
This is a concept that relates to getting players onto your plot and not some other plot that you might've accidentally hinted at. Basically the story goes like this: your players are at the local inn. You have a big adventure planned with the forest elves. They need the player's help to overthrow their god and regain their sense of morality. You have a bunch of NPCs, compelling story hooks and such, but the adventure starts with them in the woods, meeting the elves. So you give the players the hook: there have been a lot of bandit attacks out in the woods, if only someone could help! Instead of charging off into the woods like you wanted, the players say "Well, we should get the local lord or duke or whomever to fix this." You panic. Of course there is a duke and he doesn't like bandits, so you need some reason for him not to be interested so you say "the local duke doesn't care about these people, he won't help." a player responds with "we need to make him see the plight of these people". And so it continues. And eventually you find yourself saying something like "Well, you could go up to his castle, which is protected by the king's elite guard and is renowned across the land as the most defensible fortification for 100 miles, but a dragon has swallowed the castle whole and now its in the belly of a gaint dragon. You think you've won, they won't go up there now. The players on the other hand hear "there is a lot of cool stuff at the castle, it must be where he wants us to go, plus we get to fight a dragon!".
This concept boils down to: if you place too many cool obstacles in front of players, it isn't a turn off, sometimes it is a challenge and the more you heap on, the more some players will want to tackle those challenges. I think this is the reason I sometimes drag games off course. I almost always seek the plot like an arrow, but if the GM starts building up some problem or place, I will think that in the plot and start pushing towards it.
Some ways to counteract the belly of the dragon effects include sudden role reversal... "Oh the duke will talk to you, yeah, and he wants to hire you to route out the bandits, no we don't need to roleplay the interaction with the duke". Another technique would be the metagame hints ("you feel a pull to go out into the woods", or "your childhood friend is traveling this road and he may get hit by the bandits!". Basically, though it boils down to: if you find yourself talking about things that aren't in your grand plot, stop! Don't talk about things the players aren't supposed to do, either it convinces them not to do something (which could've happened quicker by not talking about it) or it derails the game.
2. No more secrets!
This is a technique that generated some controversy at the retreat. The basic idea is that secrets are bad, or at least not very interesting. I want to talk about this from 2 perspectives: player and GM secrets. This post was actually inspired by this Geek Girls Rule!! post. I was struck by one particular sentence: "It’s friends only as much of the information there is not stuff other players/characters would necessarily know". This is exactly the sort of reasoning I want to argue against. (Note: I have no idea what trust level exists between players in Tammy's game and it may be the case that she has completely valid and awesome reasons for hiding this stuff)
First off GM secrets. In general these take the form of plot points or other things. Some of this is OK. But a lot, in my opinion, should just be thrown away. For instance, lets say you have a game plan of the players creating a rock band, getting killed in a plane crash, and recruited by Satan to corrupt the world through rock and role in order to be placed back on earth. This was a great game that was run by Keith a long time ago ("Paladins for Satan"). Now that game went well, but it could've easily gone badly, because our character instructions were "make a rock band". Now, for instance, we could've make a christian country music group. That would've been bad. While the character conflict over serving Satan might've been delicious, the meat of the game was supposed to occur after we were back on earth, doing his bidding (As it turns out we made a death metal band and everything was great). In my opinion, it would've been better to be like "make a rock band who will be recruited by Satan to corrupt the earth". Now, yes, I have just revealed a major plot point. But that plot point is going to occur and I need the players to say yes if we are ever going to have that awesome rock off between the players and the 2nd coming of Jesus. This also allows people to make that christian rock band, with the full knowledge that they WILL be turned to the side of evil (this is a form of player by in through character generation).
It is my firm opinion that whenever you have a secret as a GM you should think long and hard about keeping it a secret from any players. Even if it is a secret from the characters (this doesn't really matter), it shouldn't be a secret from the players. For one thing, people enjoy the game a lot more when they know some big thing is going to happen, and what better way to indicate that than telling them what the big thing is. Trust in your players to keep it OOC, and run with it.
I said I also wanted to approach this from a player perspective. Secrets for players seem to take 2 forms: back story secrets and character planning secrets. So, lets say you're a Cylon (traitor) in a Battlestar Galactica game. Think about what is cooler: the other players seeing all the cool cylon things you do as you subtle work to mess up the ship, or the other players being bored as you talk to the GM out in the hall yet again. Additionally you should always be thinking of ways to reveal to the other characters your secrets. As Mike once said "if you never reveal a character secret in play, it isn't any different from not having a secret at all". As a player you should have a plan for the best way the other characters find out your secret. Do they catch you shooting up before a mission? Do you tell them in a tear-filled confession. It may not work out the way you're thinking, but having a plan and communicating that plan to the GM can make for some really awesome roleplaying.
At the end of the day, both GM and player secrets should be revealed. If you never reveal them, its like they never happened. Have plan for getting them out, and take any opportunity that comes up. If you hide it away, then you never get to have an awesome story about the secret, and that is what you want, right? Hiding things from players is almost never right, since it excludes players from enjoying all aspects of the game. Hiding things from characters has a necessity, but all secrets should have an arc that includes their reveal, so that you have have some cool story around the secret (otherwise why have the secret at all?).
Thoughts?
Monday, April 5, 2010
Look to the Left, Look to the Right: Who is having fun here?
I first noticed this technique when used by Chris Lightfoot, a great guy and an awesomely experienced gamer, and I'm embarrassed to say I only noticed it because he did it to me. I and several others were not really engaged with the game or with the plot, and he came over, got us organized and got us back in the game, and it was awesome. Ever since then I have been trying to do the same for others (in addition to figure out how to be more engaged all the time myself), and sometimes I can do stuff and sometimes I can't.
The easiest form of this technique is very simple and also, in my opinion, effective. Simply ask for another player's help. Going out to investigate something? You need the taciturn warrior to accompany you, no question, what if you ran into trouble? Trying to lure the big bad out of a cave, well, the only thing is to have that barmaid turned adventurer on your arm to help you, she might know something about caves! It's pretty cool to see the other player turn to you and suddenly become more active; to know that you just made their game experience at least a little bit better.
There are several different ways I've seen to approach this technique. First of all, ask for their help, as above. Second would be to look at what they are interested in doing (what do they come alive for) and engineer a spot in the plan for them (perhaps even by scrapping your intricate sneaking plan and letting the 9 ft tall cyborg guy smash through a wall to get into the secret lab). Another technique, which has to be used with care, is to engage them adversarial, if the game is of that form... See what their characters care about and suggest destroying or maiming it/them. Or just outright attack them in some manner. Players are never more involved than when defending what they care about. (Note: this can only be used with players who can play with this level of confrontation, unsure players or new players will almost always just fold and go along with your plans, even if it does require the bloody sacrifice of Aunt May, and then you've driven them away even more).
I'd love to hear how people have approached this technique or idea themselves, weather it is what has worked well on you or what you have used to good effect. As players there are a lot of things that we can do that the GM just can't (like change plans). This is, in my opinion, a high level technique that a lot of people just don't think about, but can really turn a so-so game into a great game.
Next time perhaps some review of some interesting concepts we've come up with, like "the belly of the dragon!".
Thursday, April 1, 2010
The Death of Cool
First of all, what is stunting? In a great comment to my last post, Tim asked why we needed a special word for it at all, wasn't it simply explaining things in a cool way? I can definitely see how for most roleplayers I have seen (outside of my weekly groups) and for most systems, their form of stunting is exactly that: a cool way to describe a sword swing or your character's efforts to unlock in the mysteries of the tree folk's magic. However, I believe that what we normally engage in during play sessions with my group is much more complex, and does deserve its own word, simply because it is that much more complicated.
A great stunt is a story all on its own. It has a beginning middle and end. Narrative control is seized from the GM and promptly used to execute feats of awesomeness impossible without the ability to control everyone and everything around them. There may be dialogue in there, there may be graphically described magical abilities or items. There will almost certainly be some shaking of the earth or some equally significant sign that the universe is in awe of the proceedings. Ideally the conclusion brings forth something that has been hinted at throughout the rest of the stunt. The best stunts call in character traits and previous events that remind everyone why they are here, fighting against the challenge. And the absolute best stunts leave the other players and the GM gaping, slack jawed at the spectacle of pure imagination that has been erected before them, their minds desperately racing to take it all in, for the stunt only lasts for a moment before the next person wipes the slate clean to begin their sword-born story of glory and death.
Stunts have become so integral to the ways that the sunday crew played (when it was happening), that we even had games that were essentially nothing but one long stunt after another. Persona was beaten out of shape in order to support more fully this fully stunt-driven game we were playing. Now don't get me wrong, that slack jawed amazement is something to experience. It is addictive like crack, and you're always looking for the next awesomeness high. I think it appeals to the action movie fan inside most of us, the one that wants one more explosion in the movie, one more gun fight, or one more no-holds-barred brawl on the wing of the airplane. It is an adrenaline rush, and it lets you tell very cool stories. As an example of some of the crazy things that can be done, here is one of the player-created stories that occurred in one of my games without my planning or even helping with it:
The character was the last detective at the end of time, when murder no longer existed for no one could die. He was the only one to still care, because he was the last one to loose someone. He coulnd't help but spend every moment thinking about her. Even when the last star died out signaling the end of humanity he thought of nothing but her. While traveling back through time to save everyone he thought only of her, and when the climactic battle had finished, he only had thoughts for the one thing that gave him strength to see it through. He realized something then: in order for the human race to live, in order for him to complete his role in the pivitol battle, he needed his motivation. So, as his final act, he used his time travel powers to go forward once again to the end of a star and kill his one true love.
That is a pretty awesome story, I think. If I saw that as the plot of a movie, I would love it. And, because the player basically made up the story as he went (for instance: he didn't know at the get-go that time travel would be involved in the game), he couldn't get help from me as the GM to tell his story (or plan it out at all until it was almost the end already). With our form of stunting, however, he didn't need to get my buy in as the GM. He was free to tell his story, because like clockwork he got extensive narrative control whenever there was a significant challenge.
Maybe, hopefully, I have conveyed to some of you what stunting is like in our group. My opinion is that it is an extreme form of storytelling that occurs at break-neck speed, concentrating on combat (though can be done for just about anything), and whose main focus is to spread awesomeness around like rice at a wedding.
This, however, isn't good enough for me anymore. What I have found is that as we concentrate on stunting, as we perform the stunts, even if we are telling an awesome character driven story like the one above, it abandons a large piece of more traditional roleplaying. One of the great thrills I get in roleplaying is fully connecting with my character, sinking into their mind and their behaviors, and experiencing their emotions. Its the same thrill I get from acting. Now,I know that many people approach roleplaying very very differently. For me its all about the emotion and the in character feelings. For others, different things (which I won't even try to get into here). But for me there is this strong element of characterization and of in-character thoughts. Even if you don't play looking for this feeling, I think / hope most people would say that this is at least part of the roleplaying experience (disagree? comment it, baby!). When we stunt, as we have trained each other to do in my groups, the characterization disappears, there just isn't any time or need for it. Why try to roleplay out a story when I can just tell it easily when the next stunt opportunity comes my way?
Stunt provides another large challenge: the uninitiated. I have had countless discussions with people in my group about initiating new players into stunting. We are all stunting up a story in the game, and the new people probably aren't at all. In fact they may not know where to begin (those who didn't start stunting with us just see our current level of skill and not the long climb to get there). It can be very intimidating. And intimated players rarely have a good time.
At the retreat (see this had to relate back somehow). I ran 4 games. 3 of them were stunt platform games, and one was not. Guess which one worked the best? People didn't know always how to act or what level of buy-in was expected (fulled-stunted games require all the buy-in you can give). They would get irritated at their own lack of experience at thinking of stunts and feel discouraged. Also, as I player I wouldn't've enjoyed these games. Yes, they could be quite fun on a surface level, there was a lot of action and plot, and if you put it in there, character driven story. But they wouldn've never triggered any deep emotions within me, and I never feel very connected with my stunt platform characters.
It is for this reason that I think I'm done with stunt platform games entirely. Small-scale stunts themselves I definitely will still support and encourage, but I'm going to try to keep the focus away from the stunt platforms and on the characters (or perhaps the spotlight will be on whatever I figure out the players want to be doing with their characters). I love the large scale stunts a lot, and I think they have helped me to become a much better GM (for several reasons relating to greatly improved descriptive powers to preventing blocking training), but I think it may be time to let stunts take a back burner to other techniques and ideas, like the ones that I have been discussing in this blog this week.
Tomorrow: Player engagement techniques! The Retreat continues!
Wednesday, March 31, 2010
Blood and Sand
At least if you're me, every time your character resorts to violence you feel a twinge of regret that you aren't talking in character some more (I'm not saying this ever stops me, as people who play with me will attest). Additionally, if you're me, you probably wish that you had more character-based decisions to make in combat. In the current phase of my roleplaying career I look at combat as a place to make the action cool, not as a place to do interesting character decisions or create interesting changes in my characters. But by forcing hard decisions on the players in a combat, I think it is possible to put the characterization back in the game, even after the thugs start their work.
Basically how it works is this: say I've got a character who is just a normal, everyday fighter. For some reason they have gotten into a shouting match with the local village tough, and a fight has broken out. A standard intro could be something like: "He pulls out his sword, threatening you." or even, with more stunting, something like "His metal-laced scars glinting in the twilight, he begins a chant that draws forth a magical blade from his heart, blackened by his own evil. He begs you to lay your life down on his blade". Both of those are fine, if all you want is a fight. But what could be more interesting? Perhaps something like, "Without a second's thought he lunges for a watching lady, his fingers dig into her arm drawing blood. You see an opening, but the woman will probably be hurt by him as you thrust home, what are you doing?" Or perhaps he has captured something of value to the players and they must risk breaking it. Either way, the purpose is clear: by making a choice you reveal something about your character. Does she care only for justice, thrusting her sword deep into the ruffian's belly? Does she try to bargain for the woman's life? Does she purposefully run the woman through in order to complete her mission? I believe these are much more interesting questions to answer than just how you attack the bad guy, no matter how great a stunt you can make.
In the game I wrote about yesterday, "Both Alike in Dignity" the second half of the adventure consists of a couple of combats, with a couple of moments of rest to allow the players to do something I didn't think of. In the most recent iteration of the game, I used this style of combat quite a bit. Now in my particular setup I didn't have to work to hard to make the players make choices, since their "one true love" was right there with them. Do you gain an advantage over Benedict or protect your lover? Do you save the king of Amber or prevent a single scratch from befalling your companion's body. The best choice I thought up all night was "do you risk your unborn child or allow your lover to be stabbed". But even when the choice was easy to make, I felt it allowed the characterization to continue to flow. I really felt like we discovered stuff about the players during the second half that we hadn't in the first, even though the first was pretty much geared solely towards characterization, and discovery.
I was super pleased with how well this worked and the engagement I think I saw in the players, and I know that the next campaign or adventure I run I will be trying this technique again (perhaps my players will jump in on the comments and tell us otherwise, but I felt it worked well).
Tomorrow some thoughts on stunting and characterization or perhaps comments on player-assisted engagement!
Tuesday, March 30, 2010
Fiascos, Fights, and Ill-advised sex: Player Scene Generation as Player Buy-in
I ended up running this game both for a Sunday session last summer and for ACNW. Both of these games went very well, but I never got to the final part of the adventure. After the scenes were played out, the couples were supposed to face a great challenge, and hopefully overcome it as a couple. In both previous runs, I was unable to get the players to the conclusion in time. (In the sunday session we didn't have enough time to explain Amber to a new player and also get through everything, in the ACNW game, my players didn't seem interested in that part of the adventure, so I abandoned it). So, for the retreat I decided to run "Both Alike in Dignity" once again.
For the retreat version of this game I changed the scenes (since one person had already played with these scenes), and Keith and I were able to come up with: 1. A scene where you convince the other to love you despite their hatred, 2. A scene where someone dies, 3. A scene that results in ill-advised sex. We kept ill-advised sex because the relationship doesn't feel solid until you have it, in my opinion. These scenes worked great and the two couples (Mike and Evelyn, Jesse and Carl) I think got some really excellent roleplaying done in their scenes. Best of all this time I was able to get everyone to the conclusion!
This game has worked really well everytime I've run it. It was certainly the best GM'ing I did at the retreat last week, and it was the best Ambercon game I've run as well. In thinking about this I figure that one of the big reasons for this is that I'm asking for direct player involvement from moment one in creating these relationships. I think of how many times I have tried to get a love interest going in a game (normally with an NPC), and it normally takes one of two forms: 1. the player ignores my hints, and nothing happens 2. the player desperately latches on to the hints, and it feels awkward and unfinished. Maybe all of that is me, but I think the reason these relationships work is that the players are responsible for making it happen.
Player Scenes as a method of generating buy-in for adventure ideas I think might be really cool. I have another idea for generating intense relationships in a family that I think might be very cool, and that I want to try at some point. I also think this shares a lot with the "stunt your failure" concept that Nikita introduced to our stunting group. Basically Nikita was the first GM to say "this is too hard, you cannot succeed, please stunt your failure to kill the dragon". While a little wierd the first time (since people are used to just succeeding all the time in persona), it has really grown on us all. It is a great GM tool (to be used sparingly, of course), but it really gets the players' buy-in and lets them feel cool while still failing (and lets them fail on their own terms). In much the same way, I feel that these relationship building scenes generate player buy-in and involvement, and are definitely a valuable tool I am adding to my GM toolbox.
Tomorrow I'm going to try to write about the cool new GM fighting technique I tried out at the retreat that Mike came up with for his Georgia Amber crew.
Monday, March 29, 2010
Roleplaying Retreat II: The Re-retreatening
One of the most interesting things we did was a session on improv exercises. Impro for Storytellers is, in my opinion, a great resource for anyone looking to work on characterization and plot techniques in a roleplaying game. It is my belief that almost all of the stuff that goes into making a great improv session can be applied to roleplaying sessions. I know that since my introduction to this book I have come a long way in terms of blocking, tilts, and predicting the desires of players through their actions.
For the retreat we first tried to do a couple of the blocking exercises. For instance, we played the game where you only stayed in until you blocked something. No one stayed in very long (though we did eventually get into the swing of things). Another exercise we tried was the butler, where you only block (one person suggests things to do and you have to agree with them incharacter but block them, like "Yes, going outside would be great, but I'm afraid its raining sir). I thought these went pretty well, though since I had forgotten the book we couldn't do a lot of exercises, only the ones that Mike and I remembered. But that gave us time to come up with roleplaying exercises!
Ever since Mike found the improv book above and thought it could apply to roleplaying he and I have been tossing around ideas for small exercises, like the ones suggested in the book. In general they are short and sharp, meaning they don't take long to do and they focus very tightly on a specific skill. We finally got to try one that we made up on the spot after we ran out of "normal" improv exercises. I'll call this exercise "GM Plot Workshop".
So we had 5 people working on this exercise (Mike, Carl, Evelyn, Brittany, and myself). One person would be the player, and one the GM. The other three would each think of one of Setting, Character, Story Goal (in that order). Then, the player would in a very out of character way, say what the player's plan for achieving or approaching the story goal was. The GM would then say what they would do. One example was with me as the GM, and Mike as the player. Setting: Post-apocolyptic world where humans were forced underground to a Zion-like city. Character: a young scientist. Story Goal: Make the surface safe for humans. Mike said something like "I lead an expedition to the serface to figure out why we can't live up there anymore". I responded with "After arriving on the surface your scientist team finds that there are microbes in every plant and animal that take over their minds, and that these are fatal to humans". After doing this, we would then have commentary from everyone. For instance, in our example one piece of feedback was that the character should have discovered the microbes not just the team he is a part of. Also alternate plot suggestions like "Wouldn't it be cool if they had to fight to the surface or the microbes were caused by his great-grandfather". The plan and response would take 2-4 mins, and the discussion anywhere from 5-10mins. Then repeat. We did 3 of these per GM/player pair. This was really great in helping people see problems with their plots "You're right it would be cooler if there was a rival band they had to challenge to a rock-off" to player anticipation: "Oh, I see that I guided the player down a path they weren't excited about, which was indicated by this action". Plus, for the more experienced GMs it was easy to add in difficulty-increasing elements like "I'm a new player and I don't know how to communicate my story goals other than through character actions, and I get frustrated easily" (which is what mike played for me). Everyone agreed it was very useful and awesome to be able to do basically entire sessions in about 10 mins and get immediate feedback with different ideas and suggestions.
In this vein I have thought of a few more exercises that would be cool to try some time:
- GM player prediction - same setup as above, but have the GM try to guess the hidden story goal only through in character interactions through NPCs
- Player assisted engagement - This time there are 3 players, and 2 of them have to work in character to engage the 3rd one, who is disengaged and not having fun
- Hooking players - each person thinks of a character and setting, GM suggests plot hooks for each.
In all of these cases you would engage in a round of discussion after each round of play. This is the most important part as figuring out what should've or could've happened differently or better is many times something only other people can see (We did the discussion for every game we played at the retreat, not just the exercises, which really brought a new level of awesomeness).
Let me know if you try out any of these ideas. I think I will if I ever find some people willing enough again! I'll try to get another post on the retreat out sometime this week.
Saturday, March 7, 2009
The Music Anywhere Project
JungleDisk is pretty impressive. I tried it out shortly after S3 launched, and it wasn't too great back then. In fact, I couldn't get it working on either my Mac laptop or my windows pc at home. I abandoned the project at that point... Last weekend, though I just downloaded jungledisk and was off and running.
Getting jungle disk up and running (even with automated, versioned, backups) was very very easy, jungle disk is well worth the $20 (+ $1/month for "plus" service that lets you access your files via the web). The hard part was actually getting all the data uploaded. Evidently my modem or comcast or something destroys my connection with very much upload at all. I was able to get some of it uploaded, but it was basically powercycling my modem every hour to do that. So I just waited until monday and started the very long process of uploading 32gigs of music/video to s3.
Following the advice of another blog post, I actually used the "consolidate library" feature of iTunes to move the files... Which would theoretically allow me to upload files and have itunes change their location in its database to the network drive location. This was a bad idea... iTunes frequently crashed, I had to restart the laptop about twice a day to keep the upload going, and at the end of it, though all my music was uploaded (I wrote a couple of scripts to check that), itunes only had the right location for about half of it.
I tried modifying the itunes library files to point to the correct location (there are XML files sitting in the base directory), but taht didn't work. It turns out that iTunes actually uses a binary flat file for its db, and those XML files just get re-written about every time anything changes (more on that later). Eventually I gave up, started a new library (which lived on the network drive itself, so that I would have a backup) and just re-imported my old library + playlists.
This worked, to an extent. Unfrotunately iTunes still felt like re-writing its db quite a bit, and it caused jungle disk to re-pull every single file, since itunes had to analyze each file for gapless playback. This ate through a good chunk of outgoing bandwidth. Additionally, I still had the crashing issues, though that was old hat by this point.
The final tweak to the setup came when I tried to get my phone to sync to my "new" itunes library... evidently iTunes doesn't deal well with slow I/O (like a s3 network drive) and mobile applications for the iPhone. So I moved the library files back to the harddrive, and things are working well now. (BTW, hold down the 'option' key to select a different library from your default startup library).
Most of this would've been able to be avoided if iTunes let me fix up its DB manually, or if I used something other than iTunes for playback (but I'm still tied to iTunes' DRM until this summer at least). But, I did get backups for my home computer, which will ensure that I won't loose a passel of RPG notes, characters, and systems like I did about a year or so ago, again, which is a great thing.
If anyone wants to attempt this here are my suggestions:
- Have a high-speed uplink, doing this at work still took 3 or so days, and they have a fantastic uplink
- Just copy the files over, use rsync or something so you can resume easily (don't let it md5 sum the files)
- Export your current playlists using itunes, then start a new library and import the file, after using sed or something to fix up all of the file locations.
- Give jungle disk a file cache size large enough for your entire collection, its a lot better when jungle disk doesn't have to re-pull files from s3
BTW, as of right now, this whole project has cost me about $16 in s3 fees, and about $21 dollars for jungledisk, I estimated about $5 per month in storage / bandwidth fees for s3, we'll see how accurate that is!
Monday, December 8, 2008
GPS Tracking at last....
If it's working correctly you should see a little google map insert with my current position (and my recent previous positions.
Soon-ish this url should work: https://where.benjaminbernard.com (DNS servers have to be updated first)
So how does this work? 4 things combine to make this a functioning system.
- GPS Tracker - a free app store iphone app that uploads your data to instamapper.com. They also provide the actual map display.
- FastMac iV - Extended battery - Though it looks like a tumor on my phone and makes things awkward, I really enjoy the extra battery life, and you need it if your gps is going to be on all the time.
- Insomnia - an app that keeps your phone from suspending, which allows apps in the background to keep running and using things like the network (this is a jailbroken app only)
- Backgrounder - a jailbroken app that lets you background programs individually
This all this lets me run GPS Tracker in the background with enough battery power (hopefully) to get me through the day.
I've been wanting to do this for quite some time, and was the main reason I bought my first GPS-enabled smart phone. I always meant to write this system myself, but never got around to it... I'm actually pretty excited about doing the whole lifehacker thing... If there were a good way to do it I would wear a webcam and have it upload picture feeds all the time, I think that would be pretty cool (if extremely geeky. Maybe me and a few other cyclops can get this thing going!
Thursday, September 4, 2008
A Rocket Ride
I want a shining tower of glass and steel,
A rubber jumpsuit and a freeze-dried meal,
The will to survive, the need to explore,
The love of adventure, who could ask for more?
Who couldn't love that?! Anyway, so based on this, I ran my rocket ride game. It was an impromptu meeting of the Amber gaming crew, and included Mike (visiting from GA Tech), Chris and Leslie, Andi, and Keith. I posted a future of the 1950s, complete with finned rockets, smart heros, and the drive for the future.
We started with the premise that all the characters were employees of a corporation that was trying to make the first space trip. That right, in grand Heinlein style we had corporations beating the government to space.
The players began by thinking of characters. And we had all the old great sci-fi tropes out in force. We had "Captain Dr. Thruster" the high-flying leader and pilot. We had the boy-genius "JET - John Edward Thruster, nephew of the captain", guaranteed to get captured by the bad guys, his intelligent dog companion Sirius, the russian food scientist "Red", and the eccentric mathematician / computer scientist.
We started with the first launch of the "Liberty Rocket" (the name of their spaceship) being interrupted by the presence of the Evil Galatic Sector Lord. After arranging a darring escape from Earth with the help of the Air Force, they went to the homeworld of the Sector Lord to see what they could find out about him. Of course, it was full of communists (who else?). There was a beautiful princess (the sector lord's daughter) to woo as well as a revolution by the capitalists to help.
All in all, it was a light-hearted romp through the 1950-based future. And of course the heros came out on top, evil was vanquished (but lived to fight another day), and Captain Thruster got the girl.
Wednesday, July 9, 2008
Moved In and Everything
I got moved into my place, still have a bunch of boxes everywhere, I'm hoping to have all of those unpacked by the end of summer.
Last weekend went out to some furniture places to fill my house. Got a table, 2 recliners, and a sofa. I also bought a new bed (partially so that I could have a guest bed)... Actually I got a LoveSac to use as a bed, it just got delivered yesterday. We'll see how that goes.
Just a short post today, for some reason I just love both this discovery channel commercial and the related XKCD comic:
See the XKCD comic here, though I think you may have to have read the comic to fully appreciate it. Maybe next year I'll fill some room of my house with paypen balls, though I don't think Belle would like it.
Tuesday, May 27, 2008
The Hunt is Over! The Horn of Valere is found!
Now comes the long part, I'm getting an inspection done tomorrow, and I'm not anticipating any problems. I'm talking to a couple of lenders for the loan, and we'll see how that works out. The closing date is 6/20, which gives me until the 31st to actually move in!
Exciting stuff. Soon I will have to post about the various house gadgets I'm looking into. As with all things, the house must be gadgeted up! Also there will be furniture and art purchasing to be done as well, though all in its own time.
Oh, and I thought I'd give some explanation for the split level over the weird house, the weird house was 50k more, and very inconvenient to the highways, also, only had a 1 car garage. That really killed it, since I'd have to put my expensive car or my expensive bike on the street in a very urban area... So, split-level glory is mine!
PS: If you get the title, congrats, you read good books.
Friday, May 23, 2008
The Great Hunt Continues!
The first house we're calling the Weird House, MLS 28032152. This is a really interesting house because of the whole 2nd living space in the basement. The spaces is hard to use, but has a lot of charm and character. Biggest benefit is that its only about 10 mins from South Lake Union, so its the closest house to work that I've looked at so far:
The second house is a Split-level house MLS 28053247. THis ia a very large house with a lot of bigger rooms. It has an enormouse garage (4 car) and a great yard. Its pretty far away, though, ending up all the way in Shoreline. Video below (less edited than other videos, but you'll have to live)
Once again, opinions welcome
Tuesday, May 20, 2008
House Hunting Videos
The first is MLS#28082816... It Redfin isn't pulling it up right now, but you can try looking it up if you want. This house is nice, with a great yard and a hottub. Video below
The Second is the so-called "View House" which has an incredible view out over east capitol hill and out to the cascades. This one is in the U-District very near university villiage. This one has a spa tub, very nice, but is sorta small, great location though. Video below
So which is the blog favorite?
Monday, May 19, 2008
House Buying is Hard
My agent is Tammy Hatch, and I'm going to look at some houses tonight. I've already got some pre-qualifications on loans, and I'm working with some loan ppl. Things move fairly fast, it seems. I started on sunday, so very fast. (So many people are working on sunday, its crazy!)
I also bought a video camera to help with the process see it here. This is because everything in life is enhanced with gadgetry. Everything.
Expect some video posts of possible houses, I think!



