Showing posts with label actual play. Show all posts
Showing posts with label actual play. Show all posts

Monday, August 29, 2011

Incident At Owl Lake with Andre Kruppa

I attended the Open Gaming Convention, OGC, up in Nashua, New Hampshire this weekend. I learned a lot from the experience, trying out different games, seeing players with a variety of styles, and getting to play with skilled, experienced GMs. I played two games with variants of the Fudge system, and enjoyed both of them, and I'll definitely be checking Fudge out in the future.

As I said, there's a lot to think about, but the main thing I want to get down right away is a little bit about the last game that I played at OGC, "Incident At Owl Lake," run by one Andre Kruppa (check out his website at gamesoapbox.com. This was a horror game using Fudge. It had many virtues; one of them was - I don't want to use the loaded term 'immersion', so instead I'll say - engagement. The game was extremely engaging from start to finish. It created an atmosphere like no game I've ever seen. Andre used any number of tricks to achieve that effect, but I want to mention the two big ones: presentation and... let's say refrain.

  • Presentaion
    This game had more technical effects than some plays I've been in.  Unlike every other game at OGC, we played in a smaller private room instead of the hotel's ballroom. There were no other games going on, no random bystanders strolling by and looking over our shoulders, no random chatter floating through the room. In fact, the lights in the room were off; we saw by the theatrical lighting Andre had installed, or, when that was off in dark scenes, by the flashlights he'd laid out on the table.Yes, the lights would go out when our characters were in the dark; they'd take on a reddish glow when we were by the campfire; at other times, they'd turn a bright white or a cool green, as appropriate to our increasingly freaky situation. One of the simplest and coolest things Andre did with the lights was a quick bright flash whenever a gun was fired.

    There was also sound, beginning with some period music as Andre explained the rules and we chose characters. The whole game was punctuated by great ambient music cued up by Andre on the fly as appropriate to the scene. I swear, some sequences he must have timed out, because he would get to the big climax of a piece of description just at the moment the music swelled...

    The theatrical lighting and the elaborate, well-chosen sound were the biggest items under presentation, but there were other factors as well; every player was equipped with a number of play aids including writing paper, setting information and laminated cards for tracking health and to help adjudicate rolls. There was water and candy available on the table. Even the use of the quick, intuitive Fudge system enhanced the presentation; from the system on up, everything was laid out for us so that we could focus on the game and Andre's great effects, instead of worrying about taking notes or going foraging for water.

    Andre himself completed the presentation, in a lot of little ways. He was always serious and attentive and always, always kept the game moving. There were a lot of little touches that added to the feeling in the air, but perhaps the most important was his request at the beginning that we stay in character and refrain from asides. That little request was unique at OGC for me and it made all the difference.
  • RepetitionThis game made use of long blocks of prepared text. This made me wary at first; when it became clear that certain blocks were going to be repeated over and over again - they related to characters' internal experience upon seeing something unnatural for the first time - I got warier. I guess I've come to associate prepared text with laziness, with wooden readings of bland committee-written description. I didn't need to worry in this case; the writing was evocative, the reading smooth and spirited. The repetition - even of quite lengthy bits of text - far from getting boring actually became one of my favorite bits, a defining aspect of the game. Part of the point was the eerie similarity between each characters' experience and memory. By chance, my character was the last one to experience anything that triggered one of these blocks of text, and when the time came I was excited for it, even thought I'd heard the same long description read out twice before. It felt like an initiation, and I wanted badly to become an initiate. Andre read the text for my character with the same energy as he'd read it before - he even threw in a quick modification that applied specifically to my character.

    The repetition, combined with the excellent presentation, gave the whole game a solemn, significant, ritual feel that I found engrossing.
I don't know quite how to describe the effect of the presentation and repetition on me and on the play experience. I'm tempted to use words like "transported" or "ecstatic" to signify being brought outside myself, but that's not quite right. It was still decidedly a problem-solving exercise, which meant I was thinking about the game and studying my character sheet the entire time. Other people even moreso; I'd say to majority of the players spent most of their time in "pawn stance," role-playing a few quick asides or one-liners while mostly staying laser-focused on getting through our objectives. I was personally moving back and forth between pawn, author and actor throughout the session. Melissa, the one person I knew at the table, is an actor stance kind of gal and the two of us had a number of what felt like dramatic asides in the middle of the action-adventure-horror plotline.

"Focused" is a word you could apply to the whole game, which was another part of why it was so successful. I'm a huge fan of in-character cross-talk: while the gamemaster is running a scene with Cyrus Vance interrogating a prisoner, Naomi and Kale's players are quietly role-playing a scene together - the conversation Naomi and Kale are having outside the interrogation room, say. It's a way to stay engaged while your character isn't acting and too explore the characters more, always a priority in my group. In "Incident," that didn't happen. I tried once, and the player I was trying to engage politely shushed me with a nod to Andre. He was quite right; this game followed the GM's attention like a film camera. Whatever Andre was paying attention to was what took over our shared imaginative space, completely. That meant there were long stretches where I had nothing to do, which is never ideal for me as a player, but on the whole I didn't mind, because what was going on elsewhere was always fascinating. I'm not sure exactly why it worked so well. I guess it was probably part of maintaining the "ritual" feel; community is part of ritual, I suppose, so being creatively together at all times may be important. It also kept Andre in tight control of the game world, which was a necessary aspect of the experience, for sure.

 One bit of oddness was that there were a few in-character reasons to keep the party split up, but no reward for doing so. Nothing very interesting ever happened to people who stayed behind. The most problematic section of the game for me came when we (foolishly, of course) split the party in the second half. Three of us invaded a mysterious, dangerous place while the rest of us waited outside. The male characters were trying to protect the female characters, from the horrors of this place (very in character, as the game took place in the 50s), and my doctor wanted to stay with an afflicted patient. This left those of us left behind with nothing to do while a lengthy combat ensued - made especially painful because it quickly became clear we should never have split the party, and the lads were being taken apart, but we had no in-character knowledge of it. Admittedly, though, "don't split the party" is such a basic notion I guess that we have nobody to blame but ourselves.

Friday, August 5, 2011

Do: Pilgrims of the Flying Temple

I've decided to split this post about Do: Pilgrims of the Flying Temple in two, because it's getting too damn long. First (here) I'm going to tell you a little about the game, why I was drawn to it and why I like it and what happened in our first session. Then in another post, I'm going to get into some details about why I'm not sure it's the right game for my group.That's going to get kind of theoretical. I may get in-depth about "procedure."

So scheduling for our ongoing Vampire game has proven utterly impossible this last month for my group. Between vacations, work, and other activities (one of us is in a play, another is in a barbershop chorus, etc., etc., etc.) there's literally not a single day all of us are free through - I think we've determined at this point - August 14 (and we haven't met since something like the first week of July). I have a wandering eye where games are concerned, however, and it tells me that this is not a problem but an opportunity, a chance to meet in the interim with whoever is available and try out any game or setting that meets my fancy. Last Friday, that meant Do: Pilgrims of the Flying Temple.

I'm a huge fan of Avatar: The Last Airbender (the cartoon, not the movie, as devotees now must constantly point out), so Do - a storytelling game about superpowered adolescent adventurers helping people and getting in trouble in a whacky multiverse where anything is possible - was an enticing option. The rulebook itself is a thing of beauty, and I say this as somebody who owns it as a .pdf. The art, the layout and design, the in-universe letters that provide Pilgrims with their adventures, these are lovely things that make you want to play the game. The rules have a certain beauty to them as well, if that makes any sense. Two of them are "Pilgrims Fly Away" and "Pilgrims Grow Up," and these (with a little more explanation) are fundamental to how the game is played! I mean, I ask you.

The basic mechanic is this. Each pilgrim has a way that they help and a way that they get in trouble. My pilgrim, Yellow Clock, helped by being organized and got in trouble by being too cheerful. Each individual "session" of Do is based on a letter the pilgrims have which is a request for help from somebody in the wide, whacky multiverse they live in. The letter we attempted, one of the silliest and simplest, was about a tiny world that had been swallowed by a whale. The letter explains the situation in narrative terms, and also provides goal words for the pilgrims.

The players take turns. When it's my turn, I am the storyteller, and I can write a sentence about how my pilgrim helps someone (anyone - myself, another pilgrim, the letter-writer, someone else on the letter-writer's world, whomever, as long as my action makes the situation better). However, the way that I help has to be my way of helping. Then the other players, who on my turn are called the troublemakers, write a sentence about how my pilgrim gets into trouble, based on the way that I've said my pilgrim gets in trouble. In each sentence - mine and the troublemakers - you can use a goal word from the letter. At the end of the game, if you've used all the goal words, you get a "parade ending" - the problem is solved and the pilgrims go merrily off on to the next world. Otherwise, they get a "pitchforks ending" and are chased off in ignominy.

So example time: Yellow Clock, on my first turn, helped Melanie, the little girl living on the little planet inside the whale, get her house ready for the journey out of the whale. But, the troublemakers decided, my cheerful presence put her in such a good mood that she went off to play, and I ended up following her around picking up after her. Silly, yes, but sweet, I think, which is what I was looking for from Do. Some of the letters are a good deal less silly, though some whackiness will probably come in to any letter as the pilgrims stretch to make their ways of helping relevant to different situations.

Now there's a good deal more to the game: it's randomized so that not every turn is the same - sometimes you help but don't get in trouble, sometimes you get in trouble but can't help. And once you're in trouble, you can only help yourself, and you can't use a goal word when you help. And so on, there are a few wrinkles, and some fun stuff to do at the end of every letter as well. But that's the core: write a sentence to help, write a sentence about trouble, use goal words.The neat thing that takes a moment to realize is that the goal word mechanic actually enforces narrative structure. In my first turn, there's no reason I can't write a sentence that solves the letter-writer's main problem and end it, "...and they all lived happily ever after." But now everybody's going to have to write some weird, awkward sentences to hit all of the other goal words.

So, all of that I love. I find it delightful. And I loved it in play, as well. Like I said, silly, but sweet, which is just what I wanted.

I'll close with a brief "transcript" of our game.

First, our characters were:
  • Pilgrim Burly Bridge
  • Pilgrim Yellow Clock
  • Pilgrim Slouching Egg
  • Pilgrim Boisterous Well
  • Pilgrim Whistling Wolf
The exact nature of their "trouble" and "help" is left for the reader to determine. Remember, their objective was to free a young girl named Melanie whose world had been swallowed by a whale.
  • Pilgrim Burly Bridge convinces the whale to open his mouth by explaining that it has mistakenly swallowed a small planet.
  • The whale is so alarmed by Burly Bridge's forceful explanation that it throws its mouth open and swallows him!
  • Pilgrim Yellow Clock flies through the whale's blowhole to help Melanie get organized for leaving the whale
  • But he puts her in such a good mood that Melanie can't focus, and he winds up following her around cleaning up after her.
  • Pilgrim Slouching Egg feeds cookies to the whale - but to a whale, that's a dire insult!
  • Pilgrim Slouch Egg is so interested to learn of whale society that she placates the whale with her rapt attention and concerned questions.
  • Pilgrim Boisterous Well builds a pulley system to fix everyone's problems, but the reciprocal force pushes him into the trees and he gets tangled up.
  • Pilgrim Boisterous Well sees Melanie's cat in the trees and gives him a treat, and the cat repays him by clawing at the ropes and freeing him.
  • Pilgrims Whistling Wolf dons snorkeling gear and uses echo echo location to find and rescue Burly Bridge from the digestive tract of the whale.
  • Pilgrim Whistling Wolf notices someone else the whale ate - another Pilgrim in the digestive tract who needs saving!
  • Pilgrim Burly Bridge harnesses the cat to the planet and convinces it to pull the planet out of the whale.
  • Pilgrim Yellow Clock develops an incredible child-care itinerary that keeps Melanie happily occupied. 
  • But Yellow Clock makes the whale so happy that it begins to sing, shaking the house so much that Yellow Clock must dive into a door frame to steady himself and the house. 
At that point, we'd used all the goal words and earned a "parades" ending. Here's our epilogue:

  • Pilgrim Slouching Egg's conversation with the whale ends with the whale deciding to return to the whale homeland (plus she learns all about whales and gets all Melanie's cookies!).
  • Pilgrim Boisterous Well spends the remainder of his time in the whale playing with Melanie's cat, and learning the value of small things like string.
  • Pilgrim Whistling Wolf finds herself extremely lost in the digestive tract of the whale with the other pilgrim, where she stays until the whale hiccups them up - but she happily fell in love with her new companion and now boyfriend under the stars of the whale's belly.
  • Pilgrim Burly Bridge spent a few days impressing Melanie with his feats of strength, eventually leading him to knock down a wall in her house which he had to repair. 
  • Pilgrim Yellow Clock made a complete schedule of educational, healthy, and fun activities for Melanie, so she'll have plenty to do once the Pilgrim's leave.
Next time, some caveats about my particular group's experience with this very cool game.

Sunday, July 17, 2011

Vampire session!

We played our second session – first “mainstage” session – of Vampire: the Requiem last night. On the whole it was definitely a big success, and everybody had a lot of fun. I still think I made some mistakes that I can improve upon, but the overall objective of having a good night with my friends was met.

Long long accounting of what went down below. My big notes for myself are to remember to use the atrocity rules to full effect - I was good about polling the group for if they thought new atrocity dice were warranted, but I don't think I ever asked anyone to throw in atrocity dice in place of their regular dice pool. Also, most of the combat that took place was not important enough to merit a full blow-by-blow, so I think I'll read up on the simplified combat rules in Danse Macabre for a more "indy feel.".

A quick note about Danse Macabre: it's probably my favorite "crunchy" Vampire supplement ever. I love the clanbooks as an experience, but Danse Macabre has done the most to change the way I approach Vampire. The idea of tiers inspired my current game in certain ways; even though the players are at the "default" antediluvian tier, the tiers section of Danse unpacked some of the basic concepts of Vampire for me in a very useful way. I also love the atrocity system as a replacement for humanity and the hierarchy of sins, and the simplified combat rules saved my bacon when one ultimately unimportant scuffle threatened to drag out indefinitely with most of the players just looking on.

Danse Macabre is nominated for an Enny at the moment; I think I may just navigate right over and vote for it, in fact.

Long actual play follows:



Friday, July 8, 2011

Vampire: the Requiem game - first session

So I effing love effing Vampire: the Requiem to pieces. Someday I'll have to get into why - which will involve figuring out why, probably - but for now I'll just tell you I've loved this game for a long time and never really played it. I'm writing about Vampire now because I'm playing it again. We had our first session two weekends ago! We're playing again tomorrow night!

I'm playing with what I guess you could call my role-playing group. They're all close friends with varying degrees and types of role-playing experience. I had wanted to role-play and to run a game for a while, and through various circumstances it emerged they each had an interest in playing one. Our first game was an amazing run of Lady Blackbird. I will always be grateful to John Harper, designer of Lady Blackbird, for that wonderful experience, so thank you, John.  I'll talk about it sometime.

Everyone was so kind to humor my desire to run a Requiem game as well. Two things about Lady Blackbird: it uses pregenerated character, and setting creation is a part of the game (as the politically-correct goblin Snargle or the gigantic gems known as heartstones needed to navigate the Remnant from our game attest). So, playing Requiem provided two challenges for my players they hadn't needed to tackle before: creating their own characters and dealing with an existing setting. 

Read more after the break.