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Showing posts with the label authority

This game is an instrument for black metal samurai

I'm ready to start playtesting my newest game, Gathering of the Tunnelmasters, or GotTM, pronounced "got 'em!". (I say "start"; I've been playing through aspects of it for 3 years or more. This is the first time I've assembled every aspect of the game.) Like any functional role-playing game, it does not provide an experience in a box. It is an instrument with which a group of skilled players, black metal samurai, can make their music.  Games as instruments  You can sell somebody an instrument, but you can't sell them its music. They do that on their own.  Some instruments are easier to learn and use than others. Some instruments are very obviously difficult to use. Some instruments have a limited range of expression. Some instruments have a vast range of expression. Zombie Cinema is a gem of a game, which is fantastically easy to learn and use, and will nearly always make something decent, but which respects the players' skill and allow...

What the referee does in an OSR game, and what a game is

Prepare a scenario for play, using whatever tools are standard Frame scenes, including describing locations and marking the passage of time Tell other players whatever their characters would know Play their characters, on and off screen Adjudicate task resolution Make models And that’s it, literally nothing else. “Game” here doesn’t just mean published rules text, though it does also mean that. Mostly though it means whatever set of techniques, distributions of authority, constraints on authority, and resolution procedures your play group in fact uses. Following are some possible parts of a game that might not be in any rules text. They’re in the game if the play group does them. Write a little two-sentence bio. Make two characters at once, because one will likely die soon. Since your character died, do you want to play that guard until the end of session? Feel free to add details about [this place], your character is from there. Nat 20, nice! Tell me how you do it. We’re playing...

Shared MCing Monsterhearts rules

The following is experimental! I came up with these rules after reading lumpley's  Edgar Allen Poe's The Raven's Ars Magica: A Quaint & Curious Volume of Forgotten Lore  and mulling over the purpose of a dedicated GM in my own gaming . I haven't played with them yet. At any time, make a common move. When you don't have a main character in a scene, and everybody is silent, make an MC move. When you don't have a main character in a scene, and someone rolls a miss, make an MC move. If everybody has a main character in a scene, anybody can make MC moves, but not moves targeting their own character. One person shouldn't make an MC move immediately followed by a character move, nor a character move immediately followed by an MC move. Remember, the game is not a series of moves. It is a conversation about fictional events in which moves are triggered. Common moves Start a scene from scratch. Turn to another player and ask where their character is, what they are...

Some Mutual Decisions

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This post has some bad language in it, including gendered and homophobic slurs. It Was a Mutual Decision 's pitch is strong, incredibly strong, maybe the single best pitch for a game I have ever heard: you are in a breakup, as civil or toxic as you like, and one or both of you may be a horrible rat-human monster. Oh, and the game ends either when you've both gracefully exited the relationship, or one or both of you are dead. Also, it's a team-based game: all the boys play the girl, and all the girls play the boy. -- Every single time I have delivered this pitch, I see eyes light up. It's so obviously fun, funny, and resonant. Cover of It Was a Mutual Decision with a thumbs-up representing my positive opinion of the game Unfortunately for the reader, there are no digital copies, it is not currently in print, and the writer has no immediate plans to make it available again. I ordered a copy off ebay but it got snatched by porch pirates. Luckily when I was complainin...

Blood Red Sands pitch

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Blood Red Sands  is an a game by Ralph Mazza.  Here's the only play report of it on the internet.  It's an asymmetrical competitive gm-ful game with hidden information, shifting authorities, and formal conflict resolution. Probably nobody but the author has ever run it. Front cover of the pdf. No longer for sale anywhere BRS is grim and gritty swords and sorcery, psychedelic, as edgy as you can make it. The world is a wasteland dominated by witch kings who killed the gods and sucked up their power. You play the heroes attempting to destroy the witch kings. You also play the witch kings. You also play various third parties, who may or may not be sympathetic to the witch kings and to the heroes. You also play the storyteller recounting the legends of the heroes a thousand years in the future. This game is genuinely competitive, on every single level. It is jam-packed with layers of strategy. If it works at all, it is probably really good. Let's find out! The rest of this po...

Recent games AP reports

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It Was a Mutual Decision (2002) Photo of It Was a Mutual Decision, stolen from the internet Played with Misha, Divya, and Ken. Misha and I are a real-life couple, and Ken and Divya are a real-life couple. Misha and Divya are women, Ken is a man, and I am nonbinary, though I played on Ken's team in the game. All three, and everyone else I have talked to, were absolutely charmed by the premise of the game. It is an extremely easy sell. The rulebook promises that the rat content will serve to soften the blow of the breakup content, and this is certainly what I observed in play. We would go from shouting and breathing hard as we hurled in-character invectives across the room, to giggling uncontrollably while figuring out how to add rats to the scene. Authorities in play were natural and easy. Ken and I, and Misha and Divya, handed of narration without a word and without conflict. Everyone was creatively focused. We did not put much work into establishing the social landscape around our...

When do you need a GM?

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Traditionally RPGs centralize many responsibilities and authorities in one player, the GM. That's not necessarily bad, but it isn't necessarily good, either, and it's certainly not mandatory. I am going to look at some traditional functions of the GM to see why we put them in one player's hands, and how we might distribute the responsibility for these functions differently. A GM traditionally does a whole bunch of different things: Pitches the game Organizes play sessions, including recruiting players Knows the rules and teaches others Leads creatively Creates the background ("worldbuilding")  Creates the scenario for play Runs dramatic coordination Frames scenes Says "what's going on" generally Plays all side characters Resolves in-game tasks and conflicts Pitches the game, organizes play sessions, knows the rules. If the entire play-group is interested in gaming and excited about games, anybody should be able to do these things. (This or that ...

Various AP capsule reviews

Untitled Vampire Game with Martin. Martin played a refugee and orphan from a civil war between rival ethnic groups in a small east African country. I played a charismatic older boy assembling a gang of child soldiers among the refugee. Despite the oppressive subject matter, play was in a sense relaxed; we didn't drive towards any climax or conflicts, we simply narrated events as they struck us. In the end, the boy survived the gang, but his overall odds look grim, and I doubt he'll live much longer. I have complicated feelings about the ending of the game. It worked, as in, it felt right, that the boy should escape the gang by jumping off a bridge, and in the process breaking his leg. But I don't want things to be up whim like this in general; the chance of wimping out and pulling punches is too high. I want a resolution method with teeth. My current thought is that the Vampire should add a die whenever they take steps to feed on the Victim, and the Victim sh...

Monsterhearts AP: Hudson, OH II, 9/1

We did a bit of a refresher since it had been two or three weeks since the last session . Refreshed both rules and the situation at play. I explained the string economy and asked everybody what their character had done last session. Everybody was, of course, able to remember their own activities, with just a few additions from me. I also read through the list of thematic objects, and asked if everybody was interested in them, and told them that if they wanted another topic dealt with, they had to bring it into play themselves, but that they can always talk about it outside play too. I wanted to revisit some threads that got skipped over last time. Evann's Fae had gone for a walk in the woods with her friend before the party; what happened there? I was interested in her feeling of alienation/inhumanity, and I wanted to push her into some decision about her place among humans. So I had the Green Woman, the Fae's mother, a 7 foot tall naked green lady, freeze time and greet her d...