30/08/2014

Red Scents and Sound-Seeing

I wanna talk a little about descriptions. I talked about it quite a lot, up until now, but mainly because I do believe that it is one of the most important tools in the GM's arsenal. Together with portraying the NPCs, it is the most important tool in the arsenal.
On Wednesday I GMed a game, a D&D game. It was something that I haven't done in a long time, perhaps a year and a half, maybe even more. I used there quite a number of descriptions' techniques, from using references to my "3things in 20 seconds" rule. I even let my players describe things.
But there was one technique that for some reason I didn't use. And it got me thinking. Why haven't I used it? I'm still thinking on that, and I think that I know why I didn't use it, but firstly I want to present it.
The technique is quite simple: mixing the senses a little. I got the inspiration for this technique from the Bible. When Moses goes up the mountain, it is written that all of the people "saw the sounds". Seeing sounds wasn't something that I was used to. It is not a common way to describe things. But it does make it seem larger than life. It makes the event seem grandiose, important, and alien to what we can comprehend.
So I started to describe some of the things in my campaign this way also. I started to use it in horror games, then continued to the climaxes of fantasy ones. The players were shocked at first, asking questions about how it is possible and what do I mean by that. Today they feel the power of it also, and try their hands on it from time to time.
After all, when you can listen to the dark, smell the yellow scent and see the spicy taste, everything is quite different. Everything is quite alien, unnatural, and even uncanny. And this, of course, is only the beginning of the possibilities.
Then I came back to the game, to my analysis of it I mean, and started to ask why I haven't used this technique also. I think that it was because of the comedic tone of that game. After all, when even dragons are nothing but a joke, there's no need for the red scent, or for the green sounds.
Bu I think that it is also because it is a far more complicated way of describing things, one that needs it's proper time and place, and it just didn't feel right for me at the time. I don't know for sure, and I will probably never know the truth, but it doesn't matter. I do know that I felt this technique missing, and I want to use it again, because its rewards are far too great and many.
How about you? Have you used this technique or something similar in your games? If so, how did it go?


29/08/2014

Letting the players invent

It's hard to believe, but it has been more than a year since my last post here. Quite a number of changes took place in my life, which I might get to write about them eventually. But not for that I wanted to come back to the blog. I wanted to write about RPGs again, 'cause it's a kind of passion that I still have. In the past year I've moved to "RPG Stack Exchange", where I was amazed by the sheer amount of knowledge going on in there.
I guess that some of the new posts in here will be renditions of some of the answers I wrote for questions that were asked there. But others, like the one that I'm writing now will be completely new., completely original. A word of caution, though: I don't know yet in what schedule I'll be updating here, in the blog. It might be every few days, or once a week, or who knows. But I'm back and hopefully for good.

With that said, it's time to start. Well… I'm reading right now a book, written by our beloved Gary Gygax , called "Master of the Game". It's part of the reason that I came back, but anyway, Gygax talks there quite a lot about the creative role of the GM. He all but says that the players are there for the ride, w=and it is the sole responsibility of the GM to create content and invent things about the imaginary world.
And here I must wholly disagree. Part of the magic in the RPG world is that the story is created together, by the entire group. It is true that by deciding to knock on the dungeon door (for example) the player changes the fiction of the story, thus creating something of her own accord, but is it the only way that a player can use to invent something?
In rule-systems like Fate there are tools, mechanical tools, which the players use to invent things. But I must say that I don't think that it went far enough. The players need more than a limited amount of facts to invent about the imaginary world. If you ask me, a limited amount of facts to invent is far too limited for most groups.
I, for once, use a different system. Whenever I'm stuck without an idea, I ask my players for one. "So, you found the truth about the murder- what is it?" When I'm stuck, whatever my players will bring will be far better than what my stuck mind can bring to the story.
But even this is not far enough. It is a known fact that a great way to bring the players to care about something is to let them invent it. So nowadays I let my players invent and/or describe my NPCs, invent barrels and cats and other parts of the scenery, and much-much more.
For me, it has always been the shared creation of the story and of the world. This was my thing, the reason that I came back to the infamous seat of the GM. It is not groundbreaking. Hell, it's a technique that even I use for at least six or seven years. But nevertheless, it is one of those things that I wanna see more- GMs who let their players create and invent the world as equals to them [the GMs].
And somehow, just somehow, when I GM to new players, I see the players try to invent more. Has the social contract changed us so?

What do you think? Do you let your players invent and/or describe things in the imaginary world? And if so, to what extent?

14/07/2013

Bringing Back the Sense of Consequence...

I've watched another Buffy episode today, also from the 3rd season. One concept slipped to my mind from it. It's nothing new, or surprising, but it's the single best way to stop our murder hobos from doing something that they're gonna regret about forever. The concept is consequences. If there will be consequences for what the PCs do, the PCs will stop with doing evil bad things for no apparent reason.
Anyway, here are 4 quick ways to bring back the sense of consequences to the game:

  1. The police and other law enforcement groups are the single most common way to deal with it. Sure, players will sometimes pooh-pooh the police, but the sheer numbers of the policemen should be enough for that. If a party member commits a huge crime, have a chaotic scene in which the police takes the characters to an investigation, and the rest will be history...
  2. Dreams. When that particular PC sleeps, dreams about the infamous action will come to the character's head. If the character has problems with sleeping, that little extra edge has been achieved. 
  3. Vengeance. No real need to expand it, I think...
  4. Alienation from the world. The stink of the evil doers has been glued to the character. People are whispering around him/her, every shadow is like a killing machine ready to destroy him/her...
And that's it for today. How about you? How do you bring this sense back?

13/07/2013

Eleanor Sells Her Next Adventure

The first adventure went smoothly. Really smoothly, actually. Eleanor was about to start thinking about how she shall sell the next one. She went through her notes, going over the PCs' backgrounds, and created the next adventure. It was supposed to be an adventure based around a magic item that the group was supposed to reach before a creature. She thought about this magic item, about how it was created and about how the creature was unleashed from it.
She then thought about what she finds the coolest aspect of the game, about the aspect that makes this adventure her adventure. She understood that if she'll focus on this aspect, she'll sell it better. The enthusiasm started to fill her, and a smile went through her face.
The next part was easier. She went through the NPCs that she has defined, and picked the one that was the most appropriate. Lady Mellisa was picked for the task, as she was the group's patron.
She then went to decide about when she'll suggest it. She was torn between suggesting it mid-adventure and at the end of it. She picked the end, as Lady Mellisa was on a quest of her own, and she weren't supposed to return 'till the end of the PCs' adventure.
Then, after she had all of this, she thought about the little details: About the legend of Geldofious, the amazing wizard who locked this vile creature in his sword. She thought about how the creature ended in the other side of the world, when it went out. More importantly to her, she thought about how it was supposed to affect the inhabitants of the little village. "Starvation and suffering", she thought, "and little thin children, with big eyes and way too thin bodies like..." The thoughts rolled in her mind, and...

When the time came, she used this way to sell the adventure. The suggestion went perfectly great, and the group was on its way, ready to face the creature...

So, this is how both I and Eleanor sell our adventures. How about you? What ways do you use for it? How does it turn out?

12/07/2013

The Player Is Responsible Also

Yeah, I took the other day off. But today we're back in business. Anyway, today I wanted to talk about something that bugs my mind. You probably read this also, these many posts that talk about the role of the GM as the lead entertainer, and I agree with them, but I don't think that it's an excuse for the player to only go for his (or her) fun.
You see, The GM is responsible for about 40-50% of the fun (and according to Robin Laws, the rule set for another 30%). It still leaves about 20-30% of the fun to the players. I personally believe that just as like the way the GM sacrifices from his/her fun in order to make everyone to enjoy the game, so it is the player's responsibility. The little player, not the group. 
I truly believe that fun is just like laughter, the only disease that you wanna get. It spreads like one, and some people fight it just like it is one. This means that if everyone at the table has fun, I'll have also. And it will be a much more rewarding fun than the type where only that certain player is enjoying it. 
What I'm trying to say is that a great player is responsible for more than just his/her enjoyment, but to the enjoyment of everyone. I might, in the future, make a more elaborate look at the differences between great player and a good player, as I see them, but 'till then...
How about you? Do you agree? Disagree? Feel free to tell me what you think.

10/07/2013

Finally, I'm Starting Campaigns Again...

I'm starting 2 new campaigns, possibly, next week. One is the anticipated Call of Cthulhu campaign, which will start surely next week. I hope that it will be a great campaign, and I'm giving everything that I've got to it. It's gonna be a purist campaign, and I'm starting to think about what I'm going to do with it.
The second campaign that I'm going to open is a PbP campaign, of investigative horror. I still don't know anything about it, but they were asking for one, and I posted a teaser already. It's a murder mystery, with elements of Film Noir, and a lot of dog's perfume.

09/07/2013

My Whole Life Depends on a Barber's Whim


A quick thought for today: I was at the barber shop today. While he cut my hair off, I couldn't stop thinking about one thing: "My whole life depends right now on the barber's whim." As anyone of you who has watched Sweeney Todd (or read about him) knows, a barber can decide to finish the life of his customers without the customers' ability to stop him (or her). 
This led me think about roles in our RPG stories that are also like that, making the customer depend on their whim. What follows is a list of such roles, and an idea about how they can be used to encompass this idea. The why, you see, is pretty simple: a) Because we can do it, as GMs. b) It can be interesting and dramatic. c) It will make the PCs mortal, and as such will make the game richer and more challenging. So, anyway, on to the list:


  • Barber: Nothing much to say, except for, you know, going for a Todd's style.
  • Chef: Have you thought once about the possibility that when coming to a restaurant, they may be poisoning the food? It won't be hard to do it. The kitchen is normally far, most of the ingredients aren't recognisable anyway, and most of all, because the kitchen is open to see, no one will suspect what's happening there.
  • Potion seller/brewer: Nothing too fancy or surprising. Who wouldn't buy an anti-poison potion? Make this anti-poison a real potent poison and you've got a hit. After all, it only gives a bonus...
  • Judge: What if one of our beloved murder hobos is gonna be hanged?
  • Ship Captain: Remember the scene from Pirates of the Caribbean, where Jack almost throws Will to the water? How about the lone island scene?
So, how about you? Do you have something similar in your games?