11/15/12
9/27/11
MESSING AROUND: WHEN A STAR FALLS
The whole UK adventures series were, as an Amazon reviewer said, well ahead of their time. Most of them involve a strong railroading, but not much more than the one you get in your usual Pathfinder Adventure Path. You're railroaded okay, but you don't quite feel like it and there's a bit of space for different options if you want to somewhat derail: that's railroading with a leeway, which I will coin as rollercoasting for future debates and blog posts. Now that rollercoasting has become the standard for many players, these adventures shine as brilliant precursors.
9/20/11
THE GREAT SCUM HACK 3: THE BEST PARTS
9/19/11
THE GREAT SCUM HACK 2: SAY THE F*** WORD
There's a lot of excellent posts about what being a good DM is about lately. There's manuals as well, like the Lamentations of the Flame Princess referee guide and the advice section of the 4th Edition DMG, which both are really, really brilliant.
It's all about letting go of your babies — settings, adventures, preplanned ideas, whatever — and accepting to give the main drive to your players. You do so by saying yes, jumping on contradictions, escalating like in Dogs in the Vineyard, and more generally, using what the players give you to propel the adventure forward instead of trying to push it yourself. You set the tone, the pace and the atmosphere, you run the show for everyone's fun, one-fourth teacher, one-fourth referee, one-fourth clown and one-forth epic storyteller. You make sure the shy guy gets into the spotlight and weave the plots emerging from what they've chosen. Why? Because they probably choose what they'd like to play and have their fun with, and it's your job to give them a lot of fun regardless of your. This is exactly where you take your fun from: their one.
There's a word for that, and we don't dare say it yet. Well, I will: this is all about
You give up your ideas of a good game to let the good game happen, you learn to follow and lean back, watching the wonderful show, hitting buttons from time to time to maintain it all in good shape, you look at them, enthralled as they are by their own stories, and pour in a little bit of atmosphere and color sometimes to keep it going forward, wherever it is.
When in doubt, you can drop the theory and stick with this only f*** word we never dare to say, it will work just fine.
Applied from the start, it went like this: I didn't begin The Great Scum Hack with my usual pool of players. Instead, I've talked to almost everyone I know, whether into RPG or not, about the game I was about to begin, saying « you can come and join us if you want, and if you don't feel so good with it, you can go mid-session, no problem ». No discussion about the premises, no statement of intent, nothing, just come and sit. Some said no, some said they would and didn't come, some came and went away, and some stayed — not necessary the ones I expected — and it takes shape through actual play, molding a team of strangers learning they can become friends over a game and have a hell of a fun.
I now have a new pool of about 11 players, including 4 die-hard regulars and a lot of occasional players. This involves a lot of NPC upkeep and a bit of juggling with the setting, but it works — all by itself.
9/17/11
THE GREAT SCUM HACK 1: OSR MEGAMIX
9/12/11
DID THE OSR BURY THE FORGE?
9/10/11
THE BLACKFLAME BROTHERHOOD
9/9/11
LIVING [YOUR CAMPAIGN'S NAME]
[EDIT. Removed Gypsies stats, they were lame.]
9/6/11
LIKE PLAYING DOOM IN NIGHTMARE MODE
9/5/11
GET RID OF DESIGN 101
8/28/11
ART IS ANOTHER CONTENT
8/20/11
PEOPLE ARE CLEVER
11/12/10
A THOUSAND LAKE GENEVA CAMPAIGNS
10/15/10
THE SHRINE THAT GLITTERED
4/10/10
MORE OPEN SPACE FANTASY
OPEN SPACE FANTASY WEBPAGE
OPEN SPACE FANTASY
I've been working lately on an art series aimed at naive and symbolic graphics. I've decided to use the less glamorous geometric shapes streamlined through professional engineering tools to render imaginative, pure fantasy scenes and characters. It's like playing with office boards, pens and papers and shaping them into whatever dream takes you away from your open space desk: a nod and a tip to this sort of musing trance that takes us amidst busy days and generates the most stupendous ideas from a rubber and a ruler. It's definitely pop art, but pop art devised about the Old School fantasy values and the escaping fact. Please tell me what you think about it, whether you like it or not.
4/6/10
STRANGE DESTINIES INDEED
I've been playing the Strange Destinies solo adventure right off the Tunnels & Trolls v7.5 box. This has inspired me a lot of fresh ideas and set a new course in my musings about solo adventures. Here they are.1. A Story With Options
In this widespread vision of solo RPG play, you play the hero of a story. The story is more or less defined in advance, and paragraphs are nudging you forward towards its completion. There might be challenges, and many opportunities to die or to fail, but eventually, you'll choose the right path, or maybe become strong enough, and finish the adventure in a blaze of glory. It's like picking choices (more or less blindly I daresay) and trying to guess whatever preplanned route was set by the designers.
The Warlock of Fire Mountain was damn tough. Yet, there was barely a couple of options to get to its end, and one only to finish him victoriously.
2. A Creativity Puzzle
What hit me with Strange Destinies is that you can't really win if you're not playing creatively with the booklet and its rules. Some paragraphs hint you at doing something the text doesn't talk about (make a torch with a wolf's skins? Cook your food? Trap a monster?), some other sound so absurdly tough that you can't really overcome them. Yet, the text tells you what happens when you do. It's like throwing a 12th level monster at your 1st level character in Labyrinth Lord and the text saying "when the monster dies, go to paragraph 127". First reaction is "what the hell?", second is "okay, let's think about it, is there a way to defeat it? What can I think about that's NOT in the text?"
I don't see why solo play couldn't derail from the written text as much as party adventures do. The interesting bit is that you can't do so if you don't really immerse in your character and think creatively.
In Strange Destinies, I've stumbled through mushrooms before, and died because of their spores. Now, as I carry on with another character, a Black Dwarf named Hoderl the Nift, I turn cautiously around their stalks and a bit later, face an incredibly powerful giant ant. The ant was much, much more powerful than Hoderl. What would Hoderl do? Fight dumbly to a certain death? No. He would run, and try to lure the ant into the mushrooms. I rolled a Speed saving roll, rolled high and went back to the paragraph in which the mushrooms were described. I rolled another, rolled high, and went to the spore paragraph with the ant. I kept running, tracing 3 or 4 paragraphs back when the spores produced their effect. Hoderl, who had over 30 in Constitution, survived, and left the caves. The ant followed, heavily damaged by the spores. Once out of the caves, an ogre tried to catch him, but he managed to escape as the ogre was bashing the ant. Hoderl then entered the caves again from the start and I considered the ant as defeated when I got back to the paragraph it was described in.
Some people, probably basing themselves upon A Story With Options, would consider that as cheating. By the time I played Hoderl, I had become an expert of these caves, with over 13 characters having met death inside. This is player's knowledge versus character's knowledge. In my example, player's knowledge is backing immersion, my 13 previous deaths had shaped Hoderl as a survivor. That made him partly him, and partly me: MY player character. As far as I'm concerned, I consider that solo adventures should find a way to produce this immersion feeling, and to offer a decent challenge level as well.
Strange Destinies do, because if you play it by the book, your character will die. Some paragraphs tell you that if you've lit a torch, monsters will flee. Yet, no paragraph ever tells you that you can light a torch. Why? Because you shall know whether your character carries a lit torch or not, you're impersonating him or her, not just rolling dice and picking options.
A few mechanisms help to induce this Creativity Puzzle instead of rollercoasting you into a story: a table of wandering monsters like in Strange Destinies, random loots, random paragraphs, monster evolution and/or diplomacy, etc. Playing solo implies that you, the player, should take a bit of the GM's responsibilities as well. For hard-core fans of option 1, this is pretty much breaking the rules. Yet, no story-based play experience was ever rewarding as Strange Destinies was, a solo adventure in which I was both the player and the GM.
4/2/10
IN LAIR

It begins really easy with the few numbers you find in your standard old school Monster Manual. Do you see this Number Appearing line on the picture above? It's about this. I wonder if many Dungeon Masters have actually used this number ever, and the long sections detailing humanoid monsters lairs, allies and structure of power. Surprisingly, most humanoid entries of Advanced Dungeons & Dragons include such details, appropriate to the most absurd figures dungeon-wise. Who can throw 300 orcs in a dungeon? Wouldn't the dungeon become a Bara-Dur fortress of sorts if we did?
I can think of 1 or 2 officially published adventures at least that did : the U3 module, The Final Enemy, the A2 maybe, Secrets of the Slaver's Stockade in a more devious way.
Most adventures make an extensive use of this Number Appearing logic, but they do it in a nutshell: a few gnolls here and there, some goblins — are they many enough to pour a shaman and a chieftain in? Cool. I can think of none who purposely used it in order to create and shape the adventure.
Well, I did. I rolled an orcish tribe and rolled about 250 orcs, discovering two « effects » as I did. Here they are:
1. The Domino Effect
The Monster Manual says orcs must have a strong leader, telling me there's maybe a wizard or an evil priest. Let's put that question aside for the moment, but keep it in mind. For about 250 orcs, I have 8 leaders and 24 assistants. I add flavor here and, inspiring myself upon the Lord of the Rings and my old Sword & Sorcery SPI wargame, I decide that these stockier, more powerful orcs all belong to a special sub-race : white orcs. In Swords & Sorcery, white orcs are followers of the Czar. Hey, why not?! I also get 21 bodyguards, fiercer orcs, cadets of the crown maybe — do they have an uniform? —, and I'm hinted at adding a few ogres. I do, of course. Now, going to the ogre section, I find that ogres often ally with gnoll raiders, trolls and stone giants. Okay, there's gnoll raiders too, then, and maybe a troll or two. Looking at the gnoll entry, I'm told that gnolls follow evil priests. That solves my first question, the tribe leader is an evil priest. The gnolls are also allied with trolls (I have them already) and a few hyenas. Great, I now have a kennel.
This is the domino effect: my dungeon is now stocked with standard orcs, white Czarist orcs, ogres, gnoll raiders, trolls and hyenas, all under the power and command of an evil priest. Since half-orcs are described under the orc entry as well, I add some, giving them character class levels, as lieutenants of the evil priest.
2. The « Stocking First » Effect
The monster section actually says a lot more: it says that orcish lairs might be above ground or underground. I roll, and get underground, which is nice because the same section tells me how good they are at mining and underground constructions. Orcish tribes also sport a name. Mine being led by an evil priest and Czarist orcs, I choose the Vile Rune, a name that tells of northern wastes, ancient primitive religion and evil. Under the gnoll section, I find that gnolls often live in abandoned villages. So here I am, in an underground mining lair with many slaves close to an abandoned village. Since there's a priest, there's a temple too, hidden inside, all bowing to the power of the orcish Czar.
Take a closer look: I have an adventure, fully-fleshed here. It's about freeing slaves, beginning in slavery maybe? It rings an Indiana Jone's Temple of Doom sort of bell in a Russian-like setting. I now need a god about which the evil priest's cult revolves, and so on... Are the player characters hired by the orcish revolution? Knights fighting the evil cult? Mercenaries of a border kingdom threatened by the Vile Rune?




