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Messages - Gregor Vuga

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31
other lumpley games / Re: STTW and Enforcing Play
« on: October 26, 2010, 08:51:57 AM »
I think you're pretty much on target. Except maybe one thing.

I don't think the way you "tried to play D&D" is Nar at all. Narrativism is "Story Now". The mandates of two explicitly Story Now games (Dogs in the Vineyard and Apocalypse World) are "play to find out what happens" and "don't plan ahead". What your GM was doing was "story before", but he failed to tell you and then tried to railroad you into this story of his. He wasn't playing to find out what would happen and he was planning ahead. That's definitely not Story Now.

I think that is Right to Dream play, except the GM was playing his Dream ("There is a cool prophecy and there is an epic story involving this prophecy.") without communicating it to you, and you were playing your Dream ("My character would follow his master's trail."). I find it is very symptomatic of a lot of "early" RPG play, especially in D&D and Storyteller and with younger/beginner groups.
Where you two did connect, were probably the encounters, trials and fights along the way, because right then, you could forget the other bullshit and just have a fight, trying to beat each other (Step on Up), which is what D&D is built for (more or less).

32
roleplaying theory, hardcore / Re: Creative Agenda and GNS
« on: September 19, 2010, 07:28:43 AM »
Thinking aloud.

Why did we choose that medium? Once we've chosen that medium, what makes the subject material interesting?
I don't think there's an all-encompassing answer to that. It feels like asking "why do you read books?". I believe "exploration" is as good as it gets, we want to discover cool stuff, escape, pretend, be challenged, be frightened, saddened, excited. It's the impulse of the little kid going into the bushes at the end of the garden. It's venture, the pull of the blank space on the map, but coupled with the impulse to fill that empty space. I could write about death of the author and stuff, but maybe that's another thread again. The bottom line is that there is this interplay between a blank space we're filling with our fiction, but at the same time having that fiction separated from us and exploring it as something independent and foreign. The Creative Agendas only come on top of that.

The medium does not have subject material. TV doesn't have subject material. Roleplaying doesn't either. Roleplaying is a medium through which you can explore subject material.

Why is D&D about hard men with big swords going into dark holes in the ground?
Because we have mommy and daddy issues. The mythic underground, a tunnel into Mother Earth, Jung's archetype of the cellar, a dark place filled with monsters of the subconscious, katabasis, an undead lich Father at the bottom.

Only half kidding. :)

33
roleplaying theory, hardcore / Re: Creative Agenda and GNS
« on: September 18, 2010, 11:20:30 AM »
Simon! I think I can sort of understand what's going on here and what your problem is with some of the distinctions. I'll attempt to interpret what I see. I might be way off-track, but whatever. If this clears the mists for you a bit, awesome. If not or if I'm dead wrong, or both, eh.

Quote
When you look at any instance of play, overwhelming, to a great degree, the participants are focused on creating interesting and coherant fiction.

Even in the most hard-core, pawn-stance, play-your-fighter-right-or-we-send-you-home, three-hours-of-combat-five-minutes-of-talking game, the orcs are orcs and they stay orcs for the duration of the game, and it matters that they're orcs and not goblins, and not just because the numbers are different, but because we said they were orcs and you can't change that now. And what's that for? Why go to all that effort (and it is an effort) if it doesn't support what's supposed to be the point of the game?
Yes, even the most hard-core, pawn-stance, step-on-up game will have (more or less) coherent fiction. What's that for?

It's for roleplaying. It's a roleplaying game.

If we think of creative agendas like these broad, umbrella terms that cover a lot of ground, yes, they show different ways to play. But they're all about different ways to play roleplaying games, yeah?

If I say science fiction, I could be thinking District 9 or Star Wars or Space 1999, right, but I'm still talking about science fiction.

If I say roleplaying, I could be thinking of step-on-up play or rtd play or story now play, but I'm still thinking about roleplaying. The coherent fiction is there even if we play D&D like chess, because it's still a RPG. It starts to drift, but we're still onboard regarding that.

It's like saying "why is Star Wars science fiction, there isn't any science in it" or something.

I don't know if I'm explaining myself well, but I'm trying.

Quote
I mean, every rpg text I've read starts with the assumtion that there will be an engaging and coherant fictional world created in play. None of them (except for a very few) talk explicitly about winners and losers. Does that mean that I haven't read any Step on Up supporting texts? That every group playing Step on Up is drifting the rules?

I get even more confused thinking about Right to Dream.

Ok, yeah, still the same. I believe "an engaging and coherent fictional world" is part of roleplaying, not any creative agenda in particular. It's like when someone answered Jared Sorensen "Exploration." to the "What is your game about?" question and Jared said something like "That's stupid, all games are about exploration." Exploration being, in this instance, in my opinion, exploration of a fiction, of a fictional enviroment, fictional world.

As for texts, few if any of them address their agenda so explicitly. Few are even designed with an agenda in mind. Do you see any explicit "This game is about creating theme by putting characters in untenable situations" in Dogs or AW? Likewise, D&D isn't going to tell you "this is a game about winners", but it's there. It's about facing challenges and using your resources the best way possible to beat those challenges.

Right to Dream is the most problematic of the bunch. I'm not exactly sure why, but if I understand Vincent's interpretation of RTD correctly, it's about wish-fulfilment. It's a "don't mess with my fantasy", "original character do not steal" type of thing. I'm not sure how a game text would address that. Not there yet.

Quote
Here's what I'm getting at: We play our bunch of dudes, all sword-bearing psycopaths, barely even personalities, let alone protagonists. We send them out murdering folk who look different from them, just because it's fun for us to show off our skills at that. I think that means something. I think the violence isn't just backdrop, I think it's central to the experience of the game. It's fun because it's us, me and my buddies, triumphing over the things that are not us.

People who just want to show off their tactical skills play chess.
To me, that's Step on Up. It's about triumphing, so it's about winning. It's about the satisfaction of using your skills to beat someone or something, to overcome, right?

But because it's a roleplaying game there's also the element of the fiction (which is missing in chess). That doesn't negate what the SoU creative agenda is about.

The whole thing about how much we're IN the fiction and how much we respect it, I think that's sort of a fourth axis to GNS. If GNS is space, then "immersion" or "strenght of fiction" or whatever is time. If we ignore the fiction, if fiction stops to matter, then we're not playing a RPG anymore but a boardgame or whatever. But for the duration of the roleplay, we're roleplaying the the GNS space.





34
Knife & Candle / Re: The anti-stats (Menaces)
« on: August 26, 2010, 08:13:41 AM »
Elizabeth, I like that, but I like how the Menaces are Qualities right there on your sheet in EB and it's often a conscious choice (faustian bargain?), to increase them. That's why I'd prefer to keep it a player roll and not just a MC/MB move. The MC/MB can have moves that he triggers when someone blows his Nightmares roll for example, but I'd like to keep Nightmares itself a rollable stat on the player's sheet. :shrug:

Jeff: You're right about clocks...so screw that. So how about this:

Menaces are just like Stats, they increase with use. ie. "When you're caught doing something suspicious, roll +Suspicion"... cue some unpleasant options, including +1 Suspicion. 

If one of them would advance to +4 (like, from stratum 0 to stratum 1), you get a new 12+ option ("Imprisoned in New Newgate." "Banished to the Tomb colonies." "Institutionalised in the Asylum."...), and the "fail" (win in this case) option is removed (as when normal stats increase in stratum).

Much easier to keep track of and handle. Gives you 4 main positive Qualities and 4 negative ones, for 8 core moves altogether. No more than core AW.

35
A Song of Ice and Fire Hack / Re: A Proto-Character
« on: August 26, 2010, 04:54:18 AM »
I like this. I don't think there's anything that stands out as particularly "off" for me.

Just one thing: so a basic move for fighting is +flesh, but because this character has the Swordsman move/quality, he rolls +steel instead, yeah?

I like the basic stats and moves. I love strata from Knife and Candle and I love how they fit in here.

What would be a basic Shadow move? Or can you get Shadow moves only through qualities? A simple "sixth sense", like opening your brain to the maelstrom kind of deal could work well, I suppose. The problem is, that kind of character is quite rare in ASoIaF by default.

36
Sagas of the Icelanders / Hi, Meguey!
« on: August 22, 2010, 06:21:29 PM »


Thank you both!!!

37
Knife & Candle / The anti-stats (Menaces)
« on: August 21, 2010, 06:51:06 AM »
So, you've got Dangerous, Watchful, Persuasive and Shadowy, right. There's other qualities like Routes, Connected (can be handled by a Hx-like mechanism, like Influence in Shreyas' Set Apart), Accomplishments, Story and Specific Abilities, which, based on the chatter from John and Vincent, would add options and upgrade your basic moves or maybe give you new ones. (If you have the quality "Investigating: the secrets of St. Dunstan's" then your Watchful move gains an option "Does this have the air of St. Dunstan's about it?") Maybe that has changed, I dunno.

But you've also got Scandal, Suspicion, Wounds and Nightmares. Original AW already has a parallel to wounds: Harm. What happens there is that when you take Harm, you roll+harm taken. Why not apply the same to the other menaces. So, making this stuff up as I go along...

When you take Wounds...I'd leave this just as it is in AW. Except obviously, when you die, you just get taken to the Tomb Colonies.

When you become Suspicious, roll +Suspicion
On 10+, the MC picks one:
-your progress is interrupted: you're watched, under investigation, interrogated
-caught red handed! take +1 Suspicion
-pick two from the list below:

On 7-9:
-you alert the authorities to your activities
-you have to get out quick and leave your stuff behind
-you need to change lodgings
-you need to blame it on someone else

When you become the epicentre of a Scandal, roll +Scandal
Haven't hit this yet, so no idea what happens...

When you come face to face with something Nightmarish, roll +Nightmares
On 10+, the MC picks one:
-you're unable to handle this any more, you're catatonic, feverish, shocked, sobbing...
-it's even more horrible than you could have imagined: take +1 Nightmares
-the MC picks two from the list below:

On 7-9:
-you begin having strange encounters in the street
-you won't be able to sleep tonight
-you drop everything and run screaming
-you're sure there's someone watching you


If any of your Menaces hit 12:00, you get taken to the appropriate places or institutions.

These aren't perfect in any way, but that's the direction I'd take it.
...

Alternatively (a little harsher), take out the countdown clocks and just assign the worst result to a 12+ roll, so:
Nightmares: On 12+ You're in a state of some confusion. There's a room with soft walls and talking cats.
Suspicion: On 12+ Too late! The constables descend upon you with no means of escape. You get locked up in New Newgate Prison.
Scandal: No idea what happens, haven't gotten there yet.
Wounds: On 12+ Darkness falls on your eyes, you wake up in the Tomb Colonies.

The 12+ results are basically just permissions to the Master of Ceremonies (or actually, Master of the Bazaar?) to use a bunch of his hardest moves at once. (separate them, put them in a spot etc.)

...

Of course you could complicate it more, give it some more depth and diversity. Madness could have Hold over you, and you could spend that Hold by doing crazy-person stuff.

...

Thoughts?

38
Apocalypse World / Re: Do we have any AW Actual Play videos yet?
« on: August 20, 2010, 06:43:28 PM »
Let me specify that. I don't want "good", I want informative. I don't want a video of a whole session, but something that works as a short demonstration of social dynamics at the table and the MCing. Possibly edited. Probably no longer than 7 minutes.

There are videos of Luke running The Sword at conventions on youtube and while they're clearly not the best thing ever, they're pretty entertaining to look at and showcase Luke's enthusiasm and approach to the game, which (for me) is enlightening. Seeing how John is pretty much the Prophet and fo'real Master(of Ceremonies) of AW, I would like to have a peek into how he (or Vincent) runs the game.

That actually extends to any other GM and any other game. Seeing other people run games, especially people from different backgrounds and traditions is imo extremely useful. But that's for another thread and probably another board.

39
Apocalypse World / Do we have any AW Actual Play videos yet?
« on: August 20, 2010, 05:16:59 PM »
Because man, I'd love to see some, especially to see how John Harper runs the game for example. For those poor souls amongst us living far away and on the other side of the ocean (and can't attend GenCon and stuff like that).

40
Ok, cool. I read those back when they were originally posted (and I'm pretty confident I understand it all) but I guess I just never made the mental link between those and "CF design".

So ok, I'll try asking more specific questions:

When you design colour-first you start with some colour, then extracts elements of that colour and then the design comes in where you tell these elements how to behave so that they are consistent with the fiction you had in the first place? CF is essentially about starting with fiction, and getting everything else out of that, am I getting this right?

If I am right: In the example of AW, what was the process that led you from colour to mechanics? I think you said you designed the Angel first. Did you have a mental image of the Angel in a situation, kinda like the picture of that guy in "Things on Character Sheets (2)" and then started extracting the Angel's Effective Qualities, Resources and Positioning from that mental image?

Also, were Moves and the shape they come in a direct result of this process? Or were they a tool you already had and applied? Or did you have to invent them precisely to deal with this?

If so, do you have any general suggestions or advice on how to do this stuff, beyond everything you've already written? Those blog posts were darn awesome and expansive on their own so I understand if you have nothing to add.

I'm asking because I have this game in my head - well, it's not a game, it's just a whole load of colour that I want to turn into a game - I'm just not sure of where to start. (Although this conversation is already pointing me in the right direction, I think.)


41
Sagas of the Icelanders / The Viking art of Single Combat
« on: August 20, 2010, 04:50:39 PM »
Sadly, I haven't gotten around to playtesting my new combat move for this game yet, but I want to speak about the intent behind it, even if I don't know if it works at all.

The duel scene in the 13th Warrior has long been a favourite of mine, as well as the whole idea of a Holmgang in general. I felt that the AW "combat rules" (although there really aren't any) would not be able to handle such an exchange of blows.

Basically what I want to see is a couple of people banging on each other's shields until one breaks or someone gets a luck pass and then it's all over very fast. I guess I could model this accurately with a bunch of extra rules and rewrites but I wanted to keep it as simple and non-intrusive as possible. I hope the get into a fight move does its job.

42
Sagas of the Icelanders / Personas of Iceland
« on: August 20, 2010, 04:42:38 PM »
Initially, I intended SotI to be a game of its own. I was struggling with how to recreate these archetypes in game mechanics when the AW playtest dropped in my lap and I saw the light, kinda. Initially, I just tried to rewrite the original playbooks, but something was bugging me, I forget what exactly. I started from scratch. I believe it was Jason Morningstar (the expert on all things Sagas) that pointed out to me that it was probably impossible to have a thoroughly gender-agnostic archetype for this kind of game, so for the next iteration I decided to break them down according to the way roles were originally divided in viking society, sort of.

My sensibilities were sort of offended at this. I am no fan of gender divisions, but I was determined to stick close to history and the source materials (the list of my mediography is at the end of the working doc).

So, now we have, on the female side:
The Grandmother - envisioned as the kind of elderly, strong woman that takes up all the business as head of the family in a situation where the man is dead or absent. History has plenty of these, they kick ass.

The Seidkona - the witch, you can't go without one. Bit of a recluse, mysterious, maybe an old crone, maybe a bit of a femme fatale. People are afraid of her.

The Shieldmaiden - A woman with a sword, what else do you want me to say. There are quite a few of them in the sagas, actually. The vikings possibly had the most gender-equal army in the middle ages.

Young Woman - Mostly based on the female character in Hrafninn flygur, I wanted to cover the archetype of the celtic woman, of which there were plenty in Iceland. Vikings took lots of wives, willing or unwilling in Ireland, and they brought a largely suppressed but significant cultural element with them.

The woman's skill, in the source material, is mostly her ability to manipulate, they are excellent at prodding men into action where they are unable to. This would leave them as a sort of passive character who acts through others, so I opted for a more unorthodox approach and gave them all pretty serious abilities for laying down some smack. Which is not to say they aren't able to spin men around their fingers as well.

I'm pretty pleased with all of these character books, except with the shieldmaiden's, which I haven't written yet. I'll probably revise eventually. I'll have to take another hard look at how the Maestro'D, Skinner and Hardholder use their effects on people and their handle on resources to do stuff.



As for men...
The Freeman - just the ordinary everyman. I though it would be silly not to have a playbook for one, even if they are not all that interesting. What's cool about these guys is that in Iceland, people opted not to have nobility. So these people were a kind of anarchist, pioneering entrepreneurs. I'll probably redo this one, mostly taking a look at the Operator.

Chieftain - not having nobility doesn't mean there wasn't a need for rulers. But I wanted to go a more religious way with the chieftain, not unrelated to the fact that the title of Godi pretty much means both a chieftain and a priest. Since the pre-AW drafts of the game I wanted to have an interplay between the old religion and christianity and model mechanically why the later came to uproot the former (but leave the choice to the players). The Godi playbook is part of that.

The Viking - well duh. Not much to say here except that Buliwyf in The 13th Warrior (and Beowulf in general) was an inspiration here, even if anachronistic.

The Wanderer - probably my personal favourite, although I haven't yet figured how to make this character do all the stuff I want him to do. Heavily, heavily inspired by the myth of Odin, the Gestur ("Guest") chracter in Hrafninn flygur and the One-Eye character in Valhalla Rising, this nameles outsider is probably meant to be to SotI what the Battlebabe is to AW, a pin defining the third dimension.




43
Sagas of the Icelanders / Fronts in SotI
« on: August 20, 2010, 04:12:19 PM »
Ok, first off, let me say that this bit is giving me the most trouble. I don't have all that much experience with setting fronts, because I haven't run the game all that much. Fronts were also the part that I needed the most time to get my head around the first time I read the playtest document, as funny as that sounds.

So yeah, coming up with new, setting-appropriate Fronts for this hack has been my biggest worry. Let me just unfold my thoughts so far...

Scarcity
I think the list is pretty good for Iceland, too. However, this is not a world falling apart, it's a world that hasn't been built up yet. So, remove decay, add cold.

Threats
Warlords are all good, I think they fit this setting as well. I just think they're far less common than in Apocalypse World. But that's no reason to really throw them out or change them, I think.

Grotesques
Ok, my first impulse is to remove Grotesques alltogether. My intent was to keep the supernatural dial as low as possible, probably at zero, and the historical dial high. So mutant-types and cannibals are out...but Disease-vectors or pain-addicts could work. And it's just too tempting to put in a Grendel-type as a Perversion of Birth or something of the like. Still, Grotesques are out. The good ones will be relocated.

Landscapes
Landscapes are great. Iceland is a harsh frontier after all. If you want to turn that supernatural dial up a bit Mirages and Mazes can easily work as the tricks of the Landsvaetir. Landscapes are a-ok.

Afflictions
All good. I don't think this needs changing.

Brutes
Much like Warlords, probably not as common as in AW, but perfectly acceptable.


Ok, so that's for the existing ones. Here's where the design bit comes in. I want to make a new group, called Feuds or maybe (Mistakes of) The Past or something of the like. It would include a few of the surviving Grotesque threats. Killed the monsterboy's dad years ago? Time to set that Revenge countdown clock ticking. That sort of thing.

Which makes me think that the MC's list of moves needs a new one: Announce Past Sin

Feedback most welcome.


44
Sagas of the Icelanders / Re: Sagas of the Icelanders
« on: August 20, 2010, 03:54:32 PM »
Fuck life, right.

45
I understand the term was coined by Ron Edwards, and you've said that AW is that kind of game. I believe I understand what that means, but could you give us some more insight into it...like, what's your process like or whatever? I would greatly appreciate it.

Also, I thought this was broader than just AW, so I put it here, but it could easily fit into Blood & Guts, I guess, so feel free to relocate it, if you think so.

Thank you.

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