30/06/2013

4 Scenes Are Going to be Remembered

The players are gonna remember about 4 scenes from your game. 4 scenes, no more and no less if you're lucky. You want a proof of course, and I'm gonna give you. Think about a movie that you really liked. Let's say "The Dark Night". What do you remember from it? You probably remember the opening scene, with the bank robbery where they kill each other when each one finishes his role. You probably remember the end scene, when Batman saves the day and then is hunted by the cops and dogs. You probably remember also one or 2 scenes from the middle, like the death of Rachel, or maybe it is the scene when the ships are supposed to blow each other?
It's also right in your game. The players are gonna remember about 4 scenes from the game, and they are gonna be probably the 2 most emotional scenes in addition to the opening and closing scenes. This means 2 things:

  1. We have far less work than we intended or thought that we'll have.
  2. We want to choose which 2 middle scenes will be remembered.
The first thing is quite straightforward. We have far less work, and we don't need to try to make every scene spectacular and unique. These are the scenes that their whole purpose is to both create and maintain the atmosphere and to create the pattern.
The second thing is quite more interesting. First of all, it talks at only 2 scenes that we have control about, not the whole 4. Secondly, it doesn't state how we can make them remembered. The first and last scenes are gonna be remembered no matter what. Not only that, though, but they are the most important scenes in the game. The agent closes on Trinity; Jack escapes from the guards saying that this is the day that he almost got captured; Vito says that he can't even call him his godfather... And so it is with the end, as another part falls from the spaceship in Firefly at the end of the episode, showing that everything is back to normal; Neo stops the bullet and makes Agent Smith explode... These are the 2 most important scenes in the game.
For the other 2, we can decide. The most remembered scenes follow one of 2 principles: They are very dramatic and emotional (Hamlet gives his famous monologue) or very spectacular (Neo saves Trinity from the falling helicopter). The scenes that are gonna be remembered are probably going to follow a few things:
  • They are going to break the pattern. Pattern is created to be broken. Breaking it makes a contrast that makes the breaking scene more powerful and remembered.
  • The drama in the scene is going to be high. Even if this is not the most dramatic scene in the story, it's gonna be dramatic.
  • It's gonna be a spectacular scene. Same as above, there is going to be a special thing or even in the scene.
  • They are gonna include a lot of build up to the scene. Having a perfect scene is not the only thing; you have to build to it. 
  • They have to fulfil a promise. It doesn't matter what the promise is, whether it's the promise for a fight against the arch villain or a promise for a war council against the neighbour country. There should be a promise, and it should be fulfilled in this scene.
Let's look for example at the battle between Romeo and Tybalt and see how each of these things are fulfilled:
  • A pattern is broken: Romeo, who was out of the fights and battles between the 2 families, suddenly enters the conflict with a purpose to kill.
  • The drama is high: Romeo comes after his best friend has died by the sword of Tybalt. He is in a conflict also, because Tybalt is now his kinsman. Having a responsibility for his friend death also adds to the drama of his decision to confront Tybalt. But killing Tybalt is not enough. There are witnesses to the event, and the prince is now looking for him. Romeo suddenly loses all of his statues and has to run for his life.
  • The scene itself is spectacular. The dialogue is short and powerful, each word is important. The body and soul of Mercutio is still there. 
  • There's a build up for this scene: Romeo is responsible for Mercutio's death, Tybalt is a short tempered person, he was in the first fight of the play, and he is the one who discovered that Romeo was in the ball... Romeo on the other hand is a peaceful person, and a kinsman to a person from the opposite family.
  • The scene fulfils a promise: In the beginning of the play, in the prologue, we already know that it's gonna be tragic. There is no happy ending for anything while our protagonists are still alive. The conflict between the 2 families is all too familiar, and if the protagonists are getting married, the conflict should return to destroy everything. This promise is fulfilled when Romeo kills Tybalt, thus killing the cousin of Juliet (his love) and flaming anew the conflict, on the same time he is sentenced to be exiled. The promise is (almost) fully fulfilled.
And that's it for today. How about you? Do you agree, disagree, something else? How do you create the middle story-peak scenes?

The Group Goes Adventuring

"If you'll complete this mission for me, I will reward you, with many a gold piece. Your reward will be great, 2500 gp for each..." Beatrix remembered it far too well when they were on their way, even better when they started to fight their way to the centre of the dungeon where the "Sword of Elerondium" lies for centuries. She remembered it even better when they got close to it. She felt they were close. 
When the dragon emerged in front of her, she knew what the baron said by heart. When the dragon emerged, ready to burn their asses, she knew that she has to run. The entire group knew that it doesn't worth it. 2500 gp for each doesn't worth one of them. They've got far enough money to train themselves better (and to advance a level, Eleanor would think to herself after the session), and the dragon is far too powerful...

Eleanor decided that it won't happen in her game. She remembered far too well the number of times that this shadow of the past came to haunt her, manifesting each time differently, in another group and in another mission. She decided that in her game, the reason for the mission will be personal.
She knew another thing. She knew that if it will be a cliche, it may destroy everything. The last quest bestowed by the mentor is not the way to do it. So it is to rescue the daughter of the king. But to rescue their parents? Their friends? That's a different thing. Or maybe she can go for their goals and ideals? There is sure a thing there that she can dig for...

The group were on their way, ready to face what it will take them to complete their quest, ready to fight for what is worth fighting and to save who is worth saving. Eleanor was happy, the group didn't know what meant her smile and started to panic a little bit...

A few points that were raised in Eleanor's GMing, and/or in her GM's GMing

  • Reasons to go for adventuring should be personal.
  • If they are not personal, be ready for the players to decide that their characters are leaving when they'll think it doesn't worth it.
  • Players understand differently smiles of the GM, and it can be used.
  • The background of the PCs is a goldmine for reasons to go adventuring, and also for the adventures themselves.

29/06/2013

Faustian Deals

"I can give you power, a lot of power, but every wish, every gift, comes with a price..."
Today I want to talk about one of the most useful tools in the horror GM's arsenal: The Faustian Deal. Faustian deal, named after Faust who made a deal with the devil, is a deal that gives the person a great amount of power, usually with a just as high (or even higher) price. The most common ones are usually power for the soul in the afterlife. In horror gaming, this kind of deals can be prove useful to stress the point that power carries a cost with it, and the cost is usually high. 
So, how can we use it? Especially since we don't play the afterlife of the characters?
There are a few ways to use it. The first is the one that is used in Call of Cthulhu, the one of mechanical cost. Using magic, alien technology or learning about the mythos costs you SAN. It's an easy way to show the cost, as it starts a death spiral that closes on the character. It's used also in V:tR, where power cots Vitae and without Vitae the vamp starts to go frenzy. It's also not that cheap to raise it back, as it carries dangers and sometimes even humanity roles.
Another way to use it is through descriptions. You don't have to go all gross out (actually, it's better not to) but hinting at the cost, enough to excite the players' minds and you've got something. A machine that will solve the global starving problem but with the cost of a few children every day being sacrificed; A magic spell that can call the power of Cthulhu into oneself in the cost of becoming Cthulhu (after enough uses, or immediately); A gadget that can restore peace to the world (like the one used in Watchmen) with the cost of destroying a city and killing half of its population...
Another way to do it is that things don't always work as planned. I think that a perfect example for this (although a childish one) can be seen in SpongeBob, when Mr. Crab asks to speak with money and as a response has came mad. It can be seen in Buffy also, in the great episode The Wish, when with the wish of Cordelia, the consequences of Buffy not coming to town were that The Master controlled Sunnydale and the Scoobies became vamps...
How about you? How do you use Faustian Deals within the game?

Eleanor Opens a New Campaign...

Eleanor continued to look in her memories, searching for another tricks, for another ways that her old GM used to open campaigns with. She looked at the players, a little bit nervous, a little bit sad, but it soon changed. She decided to continue no matter what.
She was sitting there, her GM starts the adventure, and the picture emerged back. Her old GM knew when to read from the papers and when to improvise scenery. What was so wonderful, was that she did both of this things overly dramatic, and it was way too hard to discern when she did which.
The session started, her old GM stops before an important message, before terrifying scenery, before...
Eleanor always felt that she sees the world, but more than that, she smelled the world, she touched it, she heard it, she tasted it, the world was around her and within her and... Beatrix smelled the roses in the fields. She went to the bar, leading her group. Although she knew what was there, although she was in the bar a moment before she was in the roses garden, she didn't feel cheated. She felt it was justified. It was a flashback, this scene, and she led the group to where they begun...


Eleanor came back to the present, her group looking at her, waiting to see and to hear what she's gonna do. Less than a minute has passed, and she knew right away what to do. She described the surroundings, the world, the where and what and when of the game. She continued to a little bit of the whom of the story, those that were at the bar anyway, and she laid the ground to the PCs. 

The PCs were there, her changing voice, volume and tone, drew them near, drew them in, her descriptions created the living picture that she tried to create...


The group sat in the bar, looking at the commoners and at the few nobles who were there. They suddenly were asked about their history by the barman, who looked interested to hear how they have met, and what have they done in the past few months, and if they are adventurers. 

The group started to describe, telling about coincidental meetings and about first-look loves and about family-bonds and about event-bonds. The barman listened quietly, asking one question there, another one then, suggesting ideas when they were stuck.
It wasn't a clean way, she knew, but it was useful, and it was in character. "Get this thing in the beginning and it will continue 'till the end", her old GM used to say, and she was right, of course... Before she knew it, she had a group with history, with a background and a few deeds, and with a goal. She was happy with what she had. It was a great beginning...


And so, Eleanor continued with her GMing. A few things that were pointed here:


  • Descriptions: All five senses.
  • Voice: Changing all the time. Not monotonous or anything, but a changing vibrant voice in both volume and tone.
  • If there's a contradiction to a thing that was said, it's better to give a quick convincing explanation. Flashback was great in this example- it used the contradiction to explain how they arrived at the bar, but it can also be solved in another ways (dreams are a favourite of many...).
  • It's best to ask the group how they met. Not how their characters met, but how they as the characters met ("Beatrix, how did you and Robert met?" As opposed to "Eleanor, how did you and Bobby met?").
  • If the group is stuck, suggest ways to continue. It doesn't have to be crystal clear, as with the example of the barman, but a little leading question there, another small one a short time afterwards and you've got something...

28/06/2013

The Story of Eleanor

This moment comes, when you open a new game, with new characters and all, and you all sit across the round table and wait for the ordinary world to disappear and for the imaginary world to fill the space. You, like every person wants to get into the mind of your character, you want to be him/her and not yourself anymore, at least for a few hours.
The GM starts to speak. She describes the setting, going over all the details of the bar that you're within, of the tired barkeeper and of the stinking man with the purple roses who's supposed to be some kind of a magician. Then he asks you: "What are you playing?"
And in a moment, everything that she built is lost. In a moment, you're not Beatrix anymore but only play her. The shift is too quick, too strange, too out of its place. You look at your wonderful GM with your eyes and she suddenly understands what mistake she made. She quickly corrects herself: "Can you please describe yourself?" And the change is far too great. Suddenly, you're not Eleanor anymore, but Beatrix. 
She then continues to one of her old tricks, and she asks you (just like she asks everyone else) a question about Beatrix. Not a familiar question, but a strange one. "What does Beatrix do every Sunday morning?" Last story opener she asked you about Lisa's marriage life, and she asked Bob's character about what he liked best in his wife. She didn't ask Bob, as she didn't ask you, she asked the characters. Suddenly, you were in the characters' minds, thinking like them. The shift was well familiar, and it felt great.

Today, it's the time to start a new session, and you begin in the same way your old GM opened the game. The players respond well, and you can see that they begin to be their characters, to come into their skin, to sit into their brains, just like the way it happened to you.


I don't know if I succeeded with what I tried to pass here. I hope I did. It's not magic, and Eleanor didn't lose touch with reality (although she wasn't real in the first place...). It just helped this Eleanor to be her character for a few hours, and to leave the troubles behind when she met her friends...

How about you? How do you help the players to be their characters?

3 Ways to Make One-Scene Characters Unique

When we think about some occupations, we immediately get an image: The uncompromising cop, the fainting lady... These stereotypes can be used to a great extent to create a sense of deepness, of a hidden layer, even in NPCs that the characters meet for a scene.
Let's look at this example scene and see how stereotypes can be used in different ways to enhance it.
The scene is quite simple: The characters arrive to the great market, and a preacher gives a speech about the power of belief, and about how to save one's soul:
And then, the lion will utter its name, and reveal its true nature, and the king and queen will have no choice but to surrender to the great true king, the creator of our land. And then! Then will the sheer power of our lion's very existence unravel all of the criminals and all of the murderers and all of the bad people, and the good and pure will prosper in the earth..."
'Till here, it's a normal speech. The preacher warns the commoners from bad things, and suggests that if they will do badly, he lion will reveal their true nature. The preacher here is probably a great person, very charismatic and stands probably above and beyond to the commoners' reach.
Let's think about something else: Let's give the preacher a trait that is against what we would accept from him: Our preacher is alcoholic. BAM! Immediately we've got a different picture, there's something stinky in this preacher, is not this good, he works against the people he's "trying" to save... It's still almost the same preacher, but now there's something deeper within him, something that makes him both more real and more humane. At the same time, this preacher just screams to be questioned by the PCs to get a greater understanding of him.
Let's think of another thing: We'll take one of the preacher's traits from the original stereotype, and we'll take it to the extreme. Our preacher is not only very charismatic and beyond the commoners' reach, but the commoners look at him like he's some kind of a holy person, a once in a lifetime person, one that... Maybe we'll change another thing: This preacher screams of daemonic powers. BAM! We've just got another preacher. The commoners don't listen to him because he's right, but because he's controlling them. It's like Sauron in the land of the Numenors.
The last way for today is by adding a random affection for something. Our preacher is obsessed with something, like flowers. He gives his speech, and he takes a break whenever a bucket or a basket with flowers moves in front of his eyes. Again, we're getting a different preach, one that has weaknesses, and that can be distracted by ordinary things and maybe even stumble in his words because of that.
What I was trying to show here, was that in all of the preachers we've begun with the stereotype and stayed quite close to it. It's still, after all, in a nutshell the same old preacher. But it's also a different one. The preacher became a different person when we changed a different thing in the stereotype. That's the whole truth. Changing a little thing in the stereotype can invoke magic in the way the character is being viewed.
And, that's it for today. How about you? How do you use stereotypes in your games?

27/06/2013

When I Look Back at My First 100...

At the first day of April, I opened The Bleeding Scroll. It was yet another attempt to open a blog of my own. It was supposed to replace my Facebook as a public diary, and to a certain degree, it did. I almost completely stopped using it (a blessed change...), but almost nothing from the original idea survived when I look on this blog, today. 
It became, quite early to say the least, a blog about RPGs. Sure, it had (and still has) its heavy dose of movies, but it became more of a place to post about lessons from them than as a place to talk about them. I touched music only once, and my thoughts disappeared from the blog quite quickly also. It's still a collection of thoughts, but not of the type that I intended for. 
My posting frequency rose up, the focus on RPGs rose also, and before I knew it, it was an RPG blog. I tried to make it different, bringing in a focus on horror, waving in a focus on lessons from movies and from improvisation, but it was still an RPG theory blog first, and only then the rest.
I don't think it's a bad thing, actually. It's an organic transition, and as such it's a good one. It's a way to stay tuned on RPGs even when I'm not GMing at the moment, even when I'm taking a short break. The blog started to take a bigger place in my time, using a bigger share of my energy, and I think that it deserves it. From a leading writer for a big Israeli site, I came to be the writer of a nice little blog. There's a lot of freedom that comes with this transition.
Today, with this post, The Bleeding Scroll reaches a landmark: 100 posts. It took me a far shorter amount of time than I expected, in 88 days actually, but I think that overall, almost all of the posts are there for a reason. Sure, my first ones weren't that great, and I went through a lot of crap, but I improved overall, and I think that it shows.
So, in order to conclude this first part, first act of my blogging story, here is the roundup of my favourite posts, accompanied by a few statistics:

  1. My first favourite is from April's bog carnival. I joined in late, but it was part of it. It's more of a personal achievement than a perfect post (although I believe that it's a great post). It was, after all, my first post after joining the RPG Blog Alliance, and was my most popular post for a long time.
  2. Another one is my second Fiasco session recap uploaded. It was a great session to play within, and I think that it was the first time that I could really say: Wow! I've just played Fiasco and used it to the peak of my abilities." I think that it shows.
  3. The post about game history is another favourite. When I look at this post, I can't stop thinking that this is the point where I really understood what freedom I have here. Until then, I was quite conventional, but from this point, I started to explore the possibilities of blogging. 
  4. The post about how to open a game is another one. I think that it's one of the best examples for what I strived for when I said lessons from movies. It's a discussion about how the movie Frankenstein is opened, what does it achieve with this way of opening, and how can we use it in a game. 
My favourite of all time is of course the post about how the soundtrack affected my GMing. It's a personal post, and I think that it's one of the easiest ways to know what my GMing style is, and to where I'm striving with it.

A few statistics to close this off:
Number of Posts 100
Number of comments: 8+8 responses from me
Number of visitors: 3023
Google Page Rank: 2

So, what are your thoughts about the first 100 posts? What posts did you like? What you didn't? Is there anything that you want improved?