01/10/2014

Come and See- Presenting Monstrosity

I've decided to try and take the October Horror Movie Challenge. In short, it is a challenge to watch 31 horror movies in the month of October. As part of this challenge (although not required), I decided to post something after each one of the movies. Being an RPG blog, I'll probably post lessons from these movies about what to do or what not to do as the horror GM or player. I'll try to keep it as one lesson for movie, and I hope that at least some of them will be applicable outside of the horror-gaming scene. For my list, though, I've decided to pick a bunch of movies that are considered good, yet not that well known, so I went to the 31 last places in the Time Out London. I hope that you'll find it interesting…

And we start with Come and See. And what can I say? It is not your typical horror movie. Actually, it is pretty far from it. It is a great movie, though, even if it is not a great horror movie. If I'll have to describe it, it is somewhere along the lines of Apocalypse Now, but done right, just like with Platoon.
It is a movie about the horrors of war, and specifically about the horrors of the Second World War, while also tackling the way that they influence a young lad who wants to be- and becomes- a partisan. The story takes place in Byelorussia, during the year of 1943
But apart from being a great movie, it is still a pretty good horror movie (even if it is more a horror movie by accident than by purpose). And like most good movies, it has quite a lot to teach us. But I wanna concentrate on a single lesson from it, derived from a single scene. It is the scene in which the Germans burn the church with all the people in it.
In this scene, director Klimov tries to show us the monstrosity of the Germans during those times. Klimov was wise enough to understand that one needs more in order to show someone as monstrous, than to just show this one committing mass murder. To make someone into a monster or to show someone's monstrosity you need far more than that.
The solution that he has found was to make the Germans behave, when committing those atrocities, like its normal and nothing worth thinking about. More than that, he showed them like they're enjoying it, a sick enjoyment. Our knowledge that it's all true makes it even more monstrous. But for our purposes we don't need this knowledge. For our purposes, the fact that he did show this is enough to make us hate those Germans, to make us terrified of what they can do. They listen to music while they murder, eat shrimps while watching the church burns, taking pictures afterwards like it is a tourist attraction. It's monstrous, it's disgusting, and it shows their monstrosity to the extreme.
And we can use that in RPGs too. When we want to show the monstrosity of the monster(s) in our games, we can use this trick. In one of my Changeling campaigns, for example, the villain made a lamp from the head of one of the major ally NPCs of the characters. But it didn't end with that, as he was so happy and smiling all over the place due to the beauty of his new lamp. Needless to say, nobody loved him afterwards. He's monstrosity showed for miles.

It is pretty much a morbid lesson from a very dark and depressing movie, but I think that it is a very useful tool in the horror GM's arsenal. How about you? Did you use a tool like this? If so, how did it go? And what other lessons did you learn from the movie?

29/09/2014

Start At Your Best, And Then Slowly Raise It up.

It's not a comeback if I don't write about improvisation or lessons from improvisation, right? Well, I'm here to fix that…
A few years ago I went to a great improve seminar. We talked, and practiced stuff and the like. And then, during one of the Games, this instructor says: "Be blunt, whatever cool and interesting stuff you have, bring it on upfront." Needless to say, it created some very different stories.
But you see, there's a lot of logic to it when one really thinks about it. I mean, from a story's standpoint, if I'll keep the good stuff for too long, the audience will get bored. If I'll start with it, though, I'll probably find a way to build upon it with "yes, and-ing" and I've got a better story.
If I'll translate it to RPGs, it is pretty much the same. If I want to ensure that the players 9including the GM) have a good time, I want to present the cool stuff upfront and as soon as possible, and then we'll all build upon it, whether players and/or GM.
In Israel, there's a nice saying that goes something like this: "Start at your best, then slowly raise it up." And apart from being great all by itself, it is far easier to accomplish it when you start at your best.

How about you? Do you use something like that in your games? Why, or why not?

27/09/2014

Conflict Is Not Mandatory

You don't need conflicts. You read that correctly, I really did say that you don't need conflicts. Conflicts are not mandatory, are not a must-have ingredient for a successful game or even for a successful story. Conflict is a nice and a very useful tool in order to create enjoyment, interest and to be one with the character, but it is not the only one, or the most important one, or a success guarantee.
Think for example about a nice in-character conversation between a PC and an NPC. Does it have to hold a conflict in order to be interesting? No, I'm serious, does it? I don't think so. I once GMed a game in which for three hours the characters were just gossiping about people not present. No conflict was there, just a conversation about what did this person and what did that one. When I wrote this game for my friends, I thought to myself: "If we have to have conflicts in order to create interest, why do our conversations seem so enjoyable, so interesting, so "worth-our-time?" It went a blast. I was asked to GM this game again.
But this is an extreme kind of game, not much similar, or even close, to what we refer to when we normally talk about RPGs. Things like Dungeons and Dragons, Vampire, PTA. But then I started to read the GENder theory, which is kinda interesting yet kinda flawed. Anyway, the E stands for exploration. It means that one plays in order to explore, in order to be, someone else. And that got me thinking: "In order to feel like [insert a name here], do I need to be in a conflict?" I don't think so, otherwise I wouldn't enjoy play SIMS.
And it all circulates back to what I've said in the beginning: Conflict is not mandatory. It is useful, but not mandatory.

Opinions?

23/09/2014

The Players just roll the Dice…

One of the most common problems that I've seen in games is a lack of understanding about the distinction between what the players do and what their characters do. Let's explain this strange sentence with an example:
It is a D&D session, and a fight erupts. Fighter raises his axe and attacks Orc Number 1, while Wizard shoots Orc Number 2 with a magic missile.
Now, let's analyze this scene. What do the characters do? Wizard casts a spell, Fighter attacks with his spell. What do the players do? They roll the dice, and… that's about it. And that is the problem that I mentioned in the first sentence of this post. The fact that the characters are fighting, and have a certain chance to die, isn't relevant that much, because at the end all they do is to roll some dice.
Actually, if you look at it this way, looking for clues in Call of Cthulhu is not that much different: You enter a room, and you try to notice things. The character does that, I mean. You just roll the dice. Or in other words, if we want to differentiate between types of scenes, we should think in terms of what the players do and not in terms of what the characters do. Because if in both cases we just roll the dice, there is no difference. Or at the very least, not a real difference between the scenes.
And that's a distinction that I think one really has to make and hold to her heart. When one writes an adventure, or improvises one, you should always try to think in terms of what the players will do. Will the players just roll some dice? If so, maybe I should find another thing that they'll be able to do, like inventing the adversaries, or giving them as much roleplaying scenes as possible?
After all, we sit with the players, in the real world, and not with the characters in an imaginary one…

19/09/2014

Success with a Cost

Another week, another session. We finished the first story arc. None of us really know if the problem was solved or not, but as it seems, we won't tackle laughing books anymore. They came back in time and defeated the villains before the problems really begun, winning the "fight" against them before most of the books left the library. So it is a win.
But you know, winning wasn't the goal in the first place. I mean, maybe some of them wanted to succeed, but I'm not even sure of that. Looking at their favorite scenes' list from the arc, most of them are major plot points, or catalysts for major plot points. No challenge that they've overcame found its way to the list.
So what did we look for? My money is on story possibilities. And because of that, it is no surprise that the "success with a twist" idea is so powerful. The idea is quite simple- when the players roll a failure, they can sometimes still succeed, but it will not be a complete success, because something bad is gonna happen alongside the success.
It's not a new invention by me, but I must say that again and again I'm surprised by the possibilities it presents for me. And most of the times, they are the ones who describe/create the bad happening. They are the ones who bring their doom to join hands with their successes. And I think that this is the reason that this idea is so powerful: because they bring to themselves the bad events that hurt they're the most. And this crates the drama that we're all looking for.
When a group isn't looking to win, but to enjoy creating together a nice little (or not so little) story, it is only fitting that they will look to increase the drama level in the game. And if they can do it through successes also, it is only better. Especially if it lets them escape complete failures when it doesn't fit dramatically, I suppose.

So yeah, this is one of the tools that I use to increase the drama. How about you? What do you use?

15/09/2014

Background Is Not Mandatory

I don't ask my players to write a backstory anymore. It's not that they don't know how to write good ones because not only some of them write quite a lot of stories in their free and not so free time (and a pretty damn good fiction also), they do know how to write good backstories. It's also not because I don't love reading backstories, because I really do. I stopped asking them to write backstories because I think that there are better ways to create a connection and to get a feel for the character. I still welcome backstories, but it is not mandatory anymore.
I now use a different tool, a series of 10 questions that I devised over the last year and a half, which I find quite satisfying. It gives me and them roleplaying tools, creates a feel for the character, enriches the world and takes far less time than it would take to get all of that from a backstory.
The questions are presented in this order, in these groupings:
1) What is your character obsessed about?
2) What triggers your character's rage and anger?
3) What scares your character the most?
4) What makes your character be her best self?

5) Who is your character's best friend?
6) How would he/her describe your character?
7) Where would he/she be wrong?

8) What is your character's goal?
9) What tools does your character have in order to achieve them?

10) How is your character connected to the other characters in the group?

After presenting those questions, I wanna take a moment or two and go through each question, explaining why I used this questions and what do I get from them.

What is your character obsessed about?
This question gives me a simple tool- something that I can get to draw the character to the story with, if I'll ever need one. But it does more than that. A player can use the answer to signal to the GM what she wants to see in the game ("my character is obsessed about killing orcs"), or he can use the answer to breath more life into the character ("my character is obsessed about flowers").

What triggers your character's rage and anger?
This is again a question that gives a simple identification tool. But it also gives us more than that. It is usually used to describe what one's character will fight about ("whenever I see injustice"). I, though, prefer using this answer to shed some light about my character's uglier self ("losing in something that I'm good at", for example).

What scares your character the most?
Every one of us is afraid of something, it part of what makes us real persons. It is also true for our characters. For that we have this question coming to the rescue. While its immediate usage seems like only for horror games (and in those games, it is preferable to answer with something that the player is afraid of also), I think that it has much more uses than that. In most heroic stories, the heroes and heroines face their fears and overcome them in order to win. But for that to happen, we have to have those fears in the first place, right?

What makes your character be her best self?
But our characters also have a good side, and this question is used to showcase it. These are the times when the character will do everything that she can in order to help the persons around her. She will defeat the adversaries, help the wounded or whatever else that she can in order to achieve this goal or to solve this problem.
But one of my players used this question to show another ugly side of the character. She answered this question with this answer: "Only when my character feels better than someone else".

Who is your character's best friend?
Remember all those tip articles about mining the backgrounds of the characters for NPCs to add? Here is my answer (well, the first part of it anyway…). This answer gives all of us a major secondary character to add to the story. It can be used to hook the characters for something, to illustrate the PC or anything else. It populates the world with a character that the player already feels for.

How would he/her describe your character?
This gives us the primary characteristics of the character. How she presents herself and how she is seen by everyone in the world. Answers such as "dependable", "smart" or "honest" gives us easy gates into the character's psyche, while others such us "pretty", "strong" or "has a keen eye" showcase more physical characteristics that can't be ignored.

Where would he/she be wrong?
This question I like to nickname as the twist one, or the "thank-god-my-friend-doesn't-know-about-it question". This is a usually dark or ironic twist about the descriptors from before. "My character is not brave, but just too scared for being afraid"; "my character isn't smart, but just recites old sayings". One of my players decided that his character isn't playful because she's afraid to lose her playful friend.
Take into account, though, that it can be used to illustrate the friend also. If we'll look at my player's example, we get a friend who has a territory- "I'm the funny and playful one"- and will probably fight for it.

What is your character's goal?
This is the ultimate goal of the character. This is something that should be unachievable till the end of the campaign (or at the very least very hard to achieve). This is the character's dream, where she sees herself in 20 years' time or whatever.
In my MLP campaign I tweaked it a little bit, changing it to "what is your character's childish goal", because they are children and as such their dreams are prone to change all the time.

What tools does your character have in order to achieve them?
The answer here can give me a lot of tools. If the player answers with NPCs, then we have more characters the players care for in the world. But other answers can be given as well- one of my players gave answered this question "because I really want to", thus making the character a childish one. It can also be used to showcase the character's most famous moves or whatever, showcasing the way she behaves and/or acts in the world.

How is your character connected to the other characters in the group?
Now is the time to answer this question. After we have the personalities of the characters, and we know who they know, we can finally answer this question organically. I always ask the players to come with an answer together. This way, they both feel that they're part of it and they all care for it more because of that.

And an end
And that's it, my 10 questions with the logic behind them. I hope that you'll find them as useful as I've found.

How about you? Do you use a similar questionnaire? If so, in what way? And if not, why not?

12/09/2014

Whose Game Is It?

I think that it was just yesterday when I wrote about my MLP campaign. When the session ended, one of the players sent us a drawing of the characters. Apart from the cool factor and the feeling of epicness for such an instant, what struck me more was the conversation that ensued.
Player 1: You should post it on Facebook.
Player 2 (the artist): What should I write?
Player 1: Tag all of us-
Player 3 (interrupting): And write that it's Yosi's campaign.
I immediately said that this campaign is owned by all of us, it is our campaign, and that they created the story as much as I did. A quick conversation ensued, and it got published as "our campaign (but mostly Yosi's)".
I have 4 players in this group. Each one with different amounts of experience with RPGs, with only one of them (quite ironically, player 3) having prior experience in one of my games. The fact that he's a regular player in my groups for about 2 years now is only this more ironic.
The consensus was clear- this is my campaign far more than it is their campaign. And I find it quite interesting. You see, I always use "my campaign/game" in my writing, because I took part in it, making it mine. It is my campaign not because I'm the GM, but because I help to drive it toward a certain dramatic beat. I don't mean here railroading, because I don't railroad (and my players can attest for that), but rather I mean here creating as much drama as I can, while ensuring that as much of the story and drama is created by them and/or for their playing instruments (the PCs) and them.
My players also play this way, and have almost as much control about the plot, setting and the like individually as I do. They create parts of the setting, their findings, they even invented the plot, creating and fleshing it between the sessions to our own amazement. Yet they all agreed that it was my campaign and not theirs.
And I'm confused. If it weren't for them, it would remain just a concept, an idea about a MLP game in which the players play Blank Flanks looking for their Cutie Marks. If it weren't for them, we wouldn't have a prophecy, or Sherlock Hooves, or Zombie-like ponies. If it weren't for them, the books wouldn't do anything more than fly and laugh till the end of days. If it weren't for them, the narrative wouldn't move from Canterlot to the Crystal Empire. If it weren't for them, they wouldn't meet Cheese Sandwich. Yet it is my campaign, according to their words.
Looking in forums, theory articles, RPG.SE and other places that I regularly visit, it seemed almost too prevalent, too widespread. I found only a handful of players who didn't gave the credit for the campaign's success, or the credit for ownership, to their GM. And it didn't matter if the game involved a pre-written narrative, a sandbox or a completely improvised game. It didn't matter if the players were active, passive, inventive or questioning for permission before each step on their way towards the end.
And I find it confusing and problematic. We always say that RPG is a type of shared experience. We always say that we create everything together. We always say that the story moved one way or the other because we, each and every one of us, chose so. So why do we still give the keys of ownership to the GM?

I don't have an answer. I have some theories, but not even a single one of them is fleshed out, not to mention able to stand a test or scrutiny. But I know that I don't like this mindset. Am I alone?