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The Archives => The Dragon's Den (Archived) => Topic started by: Lmns Crn on December 09, 2012, 08:18:24 PM

Title: uh, hey, and stuff
Post by: Lmns Crn on December 09, 2012, 08:18:24 PM
Been busy, been lazy, been away. How's things?

I'm teaching lately, and that eats up a lot of my time. Funny how life gets busy on you. For a while now, I've wanted to run a game or something, but I've been involved in a long-running game as a player (every week since, hmm... August 2011?) and it's been hard to justify spending more than one night a week on this sort of thing. (Leaving aside, for the moment, the amount of time that I'd have to put into prepwork between sessions. I already do enough of that for class.)

But hey, who knows, that may change. I've got to channel my nerdstyle energies into some outlet, I guess?

Two things I've been pretty excited about that I don't have my hands on yet are Hillfolk and Dungeon World. I think they might have a lot of potential! (My latest computer game obsession is Avernum: Escape from the Pit, and it's gotten me thinking about the possibility of Dungeon World or some other old-school throwback game set in some hardscrabble civilization within a subterranean cavern system. I think it has some potential!)

I also have some notions for games that deviate from the standard "you're a party of adventurers" group structure, and some format ideas that would make it work a little better. I've got a hypothesis that the adventuring party cliche is an artifact of the way gaming groups are set up, and particularly with online formats, there are other possibilities out there. I really want to try this with Amber Diceless at some point.

I've also got ideas for Scion, but I figure that's probably because I just got off of a long campaign of that game, and I think maybe me and Scion need some space, start seeing other people for a while, you know, see how that works out.

Is everybody's plate always this full?

Man, I haven't even started thinking about setting premises, this is all about games I want to run.
Title: Re: uh, hey, and stuff
Post by: O Senhor Leetz on December 09, 2012, 08:37:41 PM
Full plate as well, but almost done with my term papers, then free for a month, which hopefully means I will have some time to work on SuperMassive/Grindelrath/Arga.

Haven't gamed in a looong time though, I feel very much out of the loop.
Title: Re: uh, hey, and stuff
Post by: Weave on December 09, 2012, 10:26:23 PM
I'm busy, too. I just got a new job and I'm caught in a cycle of special classes/training I need to take for it as well as job shadowing/putting in my 2 weeks in my other two during-college gigs. Phew! Talk about being between worlds. Transitional periods have always made for tumultuous times for poor Weave, but I seem to be managing.

I kinda wanna get a FATE game started using these newfangled FATE rules off of the kickstarter, but that's fairly nebulous right now in terms of planning. I'll eventually get to it, but I need to settle up in my new job before I commit. You should totally post some of these game ideas you have.
Title: Re: uh, hey, and stuff
Post by: Numinous on December 10, 2012, 01:12:08 AM
Finishing up my undergraduate thesis right now in my other monitor.  Once that's done though, I should be around for some feedback and setting writing magic.  School is the time-killer.
Title: Re: uh, hey, and stuff
Post by: Lmns Crn on December 10, 2012, 06:51:07 AM
Thanks for reminding me that I need to back that FATE kickstarter. I'm curious to see what they're cooking up.

I've got a bunch of vague setting premise-type ideas buzzing around; nothing really fully-formed yet. I'm taking a break from hyper-detailed encyclopedic worlds like the Jade Stage for a while, to see whether I still can agree with that approach philosophically or not. (As opposed to a more open-ended premise where players have more power to define the world because less of it is nailed down at the outset.)

I have some vague notions about wanting to have players explore creepy and complex magic, with maybe rival schools of sorcery that run on entirely opposed metaphysics/ethics. Maybe in the modern world, with a healthy dose of conspiracy theories, coverups, and secret brotherhoods.

I've also got a bunch of weird notions about the fusing of technology and divinity that might make decent games. Not sure where that line of thought came from, exactly.
Title: Re: uh, hey, and stuff
Post by: LordVreeg on December 10, 2012, 03:53:35 PM
I can honestly say that my life, already crazy, is in overdrive right now.  We created a retail board to run the company, and I am on that, coaching and training staff, working with the marketing, and still outselling the other 106 salespeople in the company in my spare time.

I have Accis, my Bronze age thing for quick pick ups games, and I still work on GS/Celtricia as I still run my groups there, but that is pretty much my only social outlet. 

It is good to hear from you; and to read about your, 'weird notions'.
Title: Re: uh, hey, and stuff
Post by: LoA on December 10, 2012, 04:07:49 PM
I look forward to your work oh wax stick of perpetual lighting.

I think that one of my favorite things to do with rpg books, because I don't game often, is to read the back history of the settings and stuff. I think that you should do whatever you want, but I don't see anything wrong with a richly written setting.
Title: Re: uh, hey, and stuff
Post by: Lmns Crn on December 10, 2012, 05:19:55 PM
This is turning into the "everybody says what they've been up to while busy" thread, and I support that wholeheartedly.
Title: Re: uh, hey, and stuff
Post by: khyron1144 on December 11, 2012, 09:25:20 PM
Well, I got hired towards the beginning of Octogre at a place I shall call Thank Ye Gods Tis Thor's Day.   I wash dishes.  I'm not exactly over-joyed, but, eh, it's some kind of money.

My internet access is rather sporadic.  I've got some ideas for playing my Island City (http://www.thecbg.org/index.php/topic,76134.0.html) World of Darkness campaign with my older younger brother and maybe his friends/housemates.


Is that Nomadic November Contest (http://www.thecbg.org/index.php/topic,209758.0.html) going to get called while I'm still winning?
Title: Re: uh, hey, and stuff
Post by: Lmns Crn on December 12, 2012, 05:02:35 PM
Quote from: its'-a me, LCI'm taking a break from hyper-detailed encyclopedic worlds like the Jade Stage for a while, to see whether I still can agree with that approach philosophically or not. (As opposed to a more open-ended premise where players have more power to define the world because less of it is nailed down at the outset.)

Quote from: Newb Again..I think that one of my favorite things to do with rpg books, because I don't game often, is to read the back history of the settings and stuff. I think that you should do whatever you want, but I don't see anything wrong with a richly written setting.

I should maybe clarify what's going on in my thinkmeats, here.

There are multiple approaches, and I don't want to imply that one is right and one is wrong, just that I'm exploring my preferences to find out what sorts of things I'm most interested in spending my time and energy on.

I think there's a lot to be said for big, encyclopedic settings. A lot of people love them, and get a lot out of them. I think they set a group up to be more easily able to get certain things out of the game (including the i-word) which I do not believe are objectively the best goals for a game experience (because I don't think there's such a thing), but which are many players' favorite goals.

Lately I've been getting the idea that small, spare, nimble settings have a lot of serious advantages of their own. They don't have hundreds of pages of backstory and history and mythos to learn, which means they have a low bar for entry, which I believe makes them inviting and accessible to new players (and for groups who want to switch games every couple of months). And they are often more easily modified, so that if players decide at the start of the game that they want it to be about a bronze-age desert sultanate city where "magic" is secretly the result of the advanced technological gifts of an extraterrestrial spacefaring race seeking to influence the development of civilization on this primitive test-planet (or whatever), there's room to write most or all of that in. (Couldn't really do that scenario in Jade Stage, or Celtricia, etc. Could probably do it in Asura, but hey, they line up a bit.)

(See what I mean about technology = divinity? I didn't even plan that one; it just came out that way.)

Anyway, it's not that large, detailed settings are a problem, or that smaller, the-entire-map-just-says-"here-be-dragons" settings are better, it's just that they do well at different things, and are desirable for different reasons. And I'm at a point where I'm trying to decide what I want out of my hobby and how to best get it.
Title: Re: uh, hey, and stuff
Post by: Steerpike on December 12, 2012, 05:32:56 PM
Interesting thread.  it seems to me the challenge in creating "nimble" or more "free-form" settings is deciding on constraints.  In a sense, an encyclopaedic world is hyper-constrained: everything is nailed-down, fixed, predetermined.  A smaller, freer world is obviously less constrained as there are more blanks to fill in, more unknowns to concoct; but it still needs certain frames, a measure of rigidity, constraints on creation, or it becomes so amorphous that it's silly.

I'm very interested in your "party-as-artifact-of-gaming" theory and your ideas for alternatives.  What kind of alternate models are you envisioning?
Title: Re: uh, hey, and stuff
Post by: Weave on December 12, 2012, 05:51:21 PM
Quote from: Steerpike
Interesting thread.  it seems to me the challenge in creating "nimble" or more "free-form" settings is deciding on constraints.  In a sense, an encyclopaedic world is hyper-constrained: everything is nailed-down, fixed, predetermined.  A smaller, freer world is obviously less constrained as there are more blanks to fill in, more unknowns to concoct; but it still needs certain frames, a measure of rigidity, constraints on creation, or it becomes so amorphous that it's silly.

This is a very valid point. Much as I'd enjoy sitting down with a group of buddies and start working on a new setting, having no constraints could end up being paralyzingly broad. That said, big settings can be paralyzingly stifling. I think finding a solid medium between the two concepts is reachable, but it's also one that depends on your group of players. It's also easier to create a setting "from scratch" (so to speak) when you really know the people you're playing with and what they like. It's hard to do that over the internet.

I'd like to add that sparkletwist and I have been working pretty successfully at expanding upon Opus, which has been tons of fun. It doesn't hurt that we tend to think fairly similarly ;). I'll probably have to put her name in the front page somewhere...
Title: Re: uh, hey, and stuff
Post by: Lmns Crn on December 12, 2012, 08:07:46 PM
Quote from: Steerpike
Interesting thread.  it seems to me the challenge in creating "nimble" or more "free-form" settings is deciding on constraints.
Yup.

QuoteI'm very interested in your "party-as-artifact-of-gaming" theory and your ideas for alternatives.  What kind of alternate models are you envisioning?
It all really has to do with scheduling, I think.

My theory is this: you traditionally have had gaming when your gaming group met at someone's house for pizza, and all sat around the same table together, and all played at the same time. Your time is limited, because you only meet up for this hobby maybe once a week, and all the players have to share the attention of a single GM/ST/facilitator/whatev. So it only makes sense to stick together as a group, because if you split the group, the GM's attention is split as well, and while you're in the group that doesn't have the GM's attention, you're basically just not playing. And that's part of your limited weekly time to enjoy your hobby that's not getting used to the fullest.

So this is a common format, and it's one that has been around during the whole evolution of gaming, and gaming's conventions and assumptions have been shaped as a result. So the "adventuring party" is a thing that's taken for granted, when I am convinced that it doesn't need to be-- it's one of many possibly arrangements, it just happens to be the one that fits pretty naturally with the "one GM, many players, meeting face to face at a specified time" setup that is so widespread.

But now we have online gaming, and that opens up a lot of new ideas.

I played in a game recently that was run over Skype for quite a long time, and it had two Skype channels: in "in-character" channel that was only ever used once a week during our scheduled game session (as if we were playing face-to-face), and an OOC channel which was used to ask questions and make OOC comments about the game. But everybody stayed in the OOC channel all week, and between sessions, would use it to post silly links and talk about Skyrim and make plans and comments about the upcoming game session. To the point where at any time during the week, there were usually at least two or three people in the OOC channel, often but not always talking about the game.

So I'm thinking: if you've got an online game where people are just hanging out all the time anyway, why stick rigidly to a once-per-week scheduled timeslot? You can run this shit whenever you like!

I've got a notion where you have a setup like this: you've got a scheduled, everybody-plays-at-once session maybe once a month, and the rest of the time, you run little one- and two-person mini-adventures whenever anybody happens to be online and feel up for it. That way you've got a handful of mostly independent characters having mostly independent adventures, but they're connected by this recurring touchstone and by the fact that they can reach out and interact with each other whenever they need help (or a victim for their wrath, or whatever). Like, maybe you've got a "wizzard college" game where once a month you've got the big faculty meeting where you combine your powers to shore up the wards confining Yob Soddoth and also you plan the syllabus for your undergraduate Magical Theory class starting in the fall, and the rest of the time you're just a lone hermetical sage, piddling around or writing your grimoire or going on quests or summoning gremlins to blow up your alchemy lab tower annex, or whatever you want.

The idea is: it's not really a traditional "everybody get together hey it's time to play" game, and it's not really running a bunch of one-shots in the same world, but it's something in between the two that will (hopefully) allow you to touch the best parts of each.

I've also got some crazy notions inspired by Polaris but those are less well-formed and less ready for actual implementation, so, man I don't even know.
Title: Re: uh, hey, and stuff
Post by: LordVreeg on December 12, 2012, 10:14:53 PM
I do appreciate and agree with many premises here.
Though some of it still comes back to the heretical 'gm tweaks things to keep challenges in line"
(heretical for me---fine and fun and I do it when I have to but the 'I' word always suffers in my estimation)

but online is different, as you said.  in SIG, Limetom and I run Moss back in Steel Isle Town when he is the only one who shows.  SOmetimes he re-writes a bit that I need to change, but I can do that.  Point being, that this replicares our old gaming group ideal of 'whoever shows dictates whcih group we are playing'. 

And I agree with you about the timing.  I am busy enough to not be able to be online all the time, but this also means that I want to get online gaming in whenever I can....


Title: Re: uh, hey, and stuff
Post by: LoA on December 12, 2012, 11:56:09 PM
Quote from: Luminous Crayon
Quote from: Steerpike
Interesting thread.  it seems to me the challenge in creating "nimble" or more "free-form" settings is deciding on constraints.
Yup.

QuoteI'm very interested in your "party-as-artifact-of-gaming" theory and your ideas for alternatives.  What kind of alternate models are you envisioning?
It all really has to do with scheduling, I think.

My theory is this: you traditionally have had gaming when your gaming group met at someone's house for pizza, and all sat around the same table together, and all played at the same time. Your time is limited, because you only meet up for this hobby maybe once a week, and all the players have to share the attention of a single GM/ST/facilitator/whatev. So it only makes sense to stick together as a group, because if you split the group, the GM's attention is split as well, and while you're in the group that doesn't have the GM's attention, you're basically just not playing. And that's part of your limited weekly time to enjoy your hobby that's not getting used to the fullest.

So this is a common format, and it's one that has been around during the whole evolution of gaming, and gaming's conventions and assumptions have been shaped as a result. So the "adventuring party" is a thing that's taken for granted, when I am convinced that it doesn't need to be-- it's one of many possibly arrangements, it just happens to be the one that fits pretty naturally with the "one GM, many players, meeting face to face at a specified time" setup that is so widespread.

But now we have online gaming, and that opens up a lot of new ideas.

I played in a game recently that was run over Skype for quite a long time, and it had two Skype channels: in "in-character" channel that was only ever used once a week during our scheduled game session (as if we were playing face-to-face), and an OOC channel which was used to ask questions and make OOC comments about the game. But everybody stayed in the OOC channel all week, and between sessions, would use it to post silly links and talk about Skyrim and make plans and comments about the upcoming game session. To the point where at any time during the week, there were usually at least two or three people in the OOC channel, often but not always talking about the game.

So I'm thinking: if you've got an online game where people are just hanging out all the time anyway, why stick rigidly to a once-per-week scheduled timeslot? You can run this shit whenever you like!

I've got a notion where you have a setup like this: you've got a scheduled, everybody-plays-at-once session maybe once a month, and the rest of the time, you run little one- and two-person mini-adventures whenever anybody happens to be online and feel up for it. That way you've got a handful of mostly independent characters having mostly independent adventures, but they're connected by this recurring touchstone and by the fact that they can reach out and interact with each other whenever they need help (or a victim for their wrath, or whatever). Like, maybe you've got a "wizzard college" game where once a month you've got the big faculty meeting where you combine your powers to shore up the wards confining Yob Soddoth and also you plan the syllabus for your undergraduate Magical Theory class starting in the fall, and the rest of the time you're just a lone hermetical sage, piddling around or writing your grimoire or going on quests or summoning gremlins to blow up your alchemy lab tower annex, or whatever you want.

The idea is: it's not really a traditional "everybody get together hey it's time to play" game, and it's not really running a bunch of one-shots in the same world, but it's something in between the two that will (hopefully) allow you to touch the best parts of each.

I've also got some crazy notions inspired by Polaris but those are less well-formed and less ready for actual implementation, so, man I don't even know.

That... Is actually a pretty cool idea... I like it. In fact I love it!

Still how is this done? Is it done through forum pbp,or PMing?
Title: Re: uh, hey, and stuff
Post by: Steerpike on December 13, 2012, 12:54:50 AM
That's really fascinating, LC!  Come to think of it in my CE game that's almost what it turned into... as my players can attest, players were always coming and going and I ran a lot of solo side-sessions and even mini-campaigns with 1 or 2 characters.  But there were also big meet-up sessions with everyone involved.  And although it took so much time that to keep up with it would be a full time job I logged everything for people to read :p.
Title: Re: uh, hey, and stuff
Post by: Lmns Crn on December 13, 2012, 06:23:44 AM
QuoteStill how is this done? Is it done through forum pbp,or PMing?
That plan's actually done over Skype (or comparable chat software; there are reasons I like Skype for this but that's not really crucial).

PBP or PBEM games have other stuff that works for them.(Maybe this is confirmation bias at work, but I can think of a lot of PBP games that have worked well that use different kinds of setups, and none that worked for very long that use an "adventuring party" setup.)

I guess it mostly boils down to the idea that in-person games and online games are different animals, and should be treated differently to get best results. The sculptor and the painter and the illustrator all have different technique to fit their different media, even if they all share the end goal of "make art".
Title: Re: uh, hey, and stuff
Post by: LordVreeg on December 13, 2012, 03:25:32 PM
Quote from: Steerpike
That's really fascinating, LC!  Come to think of it in my CE game that's almost what it turned into... as my players can attest, players were always coming and going and I ran a lot of solo side-sessions and even mini-campaigns with 1 or 2 characters.  But there were also big meet-up sessions with everyone involved.  And although it took so much time that to keep up with it would be a full time job I logged everything for people to read :p.
Umm.
Yeah.
Llum, Limetom, myself and others are often still on the #celtricia channel on nights.
So...you are onto something, groupthink man.
Title: Re: uh, hey, and stuff
Post by: Lmns Crn on December 15, 2012, 03:59:49 PM
So, I've got three groups of people I'd be interested in gaming with. There's my Skypester Crew, a handful of friends locally that may or may not be interested in sufficient numbers (who knows), and you lot.

I've got various notions of games I am interested in running, in various stages of completion. The real questions now are these three: 1.) accounting for my various responsibilities, do I have time to run a game now/soon (and if not, when will I have that time)?, 2.) which one of these games do I want to run first?, and 3.) which game gets pitched to which group?
Title: Re: uh, hey, and stuff
Post by: Lmns Crn on December 16, 2012, 04:18:57 PM
Here's the stuff immediately on my plate:

games what might be run soon

- Chaos Theory - Amber Diceless campaign; certainly run in the "many interconnected solo games" form discussed prev. in this thread. In some ways, an experiment with style and mechanics elements I'm not used to, which is exciting. Basically ready to run; I'm in that "I just want a little more prep to be truly comfortable" stage which never actually ends. The game would be set in Chaos prior to the events of the novels, with a cast of Chaosian PCs engaging in cutthroat republic politics, empire-building across an infinite scape of pseudo-universes, and the sort of general hedonistic puttering around you get to do when you're all basically gods. Due to factors in the setting, this also means that all the PCs will likely be, in their own subtle ways (not necessarily known to the players who play them), somewhat mad due to exposure to raw Chaos power; I look forward to essentially getting to be an "unreliable narrator" ST as a result.

- The Butterfly Effect - Scion campaign; likely run as a set of semi-connected solo games as above. Again with the experimental style elements. This game is city-centric and somewhat sandboxy, though I fully intend to meddle and interfere to make things interesting. Premise involves the modern-day children of diverse mythological gods all setting up shop in the same city, Portland OR, to see what the place can become under the subtle shaping of many quasidivine hands. This aims to be a very social game, with PCs' relationships to the mortals and other Scions in their community being very important. Expect to have your own change-the-world agendas really take center stage. Also expect tragedy and catastrophe on a truly mythological scale, because Fate (read: LC) is a real asshole.

- unnamed "Jade Apocalypse" game - Jade Stage/Apocalypse World mashup campaign. This is a crossover I've been wanting to deal with for a while, and though I don't expect JS to get any more apocalyptic than it already sort-of is, these mechanics are too good not to swipe. Since an AW conversion is a huge damn project, I'm narrowing the scope down a bit, and I have 90% decided on using Tiburon, the mostly-subterranean dwarven kingdom, a strict theocracy run by orthodox dwarven sorcerers who have stolen their magic from their feuding gods, and which is taking the brunt of a crushing siege from a neighboring kingdom of human xenophobes and slavers. I think I'm interested in having this be a game about societal underclass-- have-nots, pariahs, exiles-- in the midst of a war. So PCs would probably (though not necessarily) be dwarves, and would certainly be on the outs in some way. Also, everything takes place in underground tunnels, so there's that.

setting ideas what might be done soon

- you're gods, see, but only sort of, you're the crew of a spaceship from a relatively advanced civilization with futuretech gadgets and cultivated telekinetic powers and whatever, and your ship crashed on a planet with a relatively primitive civilization, and yeah I'm obviously ripping off Lord of Light here shut up

- in this one, it is the future and everything is controlled by computers, only a new security vulnerability has suddenly opened up basically everything to manipulation by skilled hackers (the PCs), who are Like Unto Gods in the digital realm but mere nerdly mortals in meatspace. Likely a "who can you trust" sort of conspiracy thriller where your exact physical location of your body is a huge secret, because if your location can be traced the dystopian futuregovernment will be On Your Ass like an ill-considered tattoo.

- In this one, it is modern-day earth, and cutting edge scientific research has been experimenting with rudimentary simulated universes, trying to explore different aspects of physics in lab-controllable settings. In the process, they have come to the alarming yet unmistakable conclusion that our entire universe is a complex simulation run by someone else, presumably researchers outside our entire universe who are running some experiment of their own. Panic follows, existential crisis is everywhere, and people desperately try to communicate with these supposed extrauniversal researchers to ask for beneficial changes to our world, plead for answers or meaning, or just to ask them to kindly not pull the plug when they're done with whatever they're using our simulation for.