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Showing posts with label Alas Vegas. Show all posts
Showing posts with label Alas Vegas. Show all posts

Monday, 1 January 2018

Notes from small islands

Happy New Year! Normally I tend to focus on gamebooks and roleplaying around here, but maybe I can squeeze in some news of projects of personal interest now that we're at the tail end of the intercalary days.

I've been trying to continue my Mirabilis comic for some time now, and finally came to the conclusion that if I can't get it to the stage where it's a commercial enterprise that pays for the pencils, inks and colours, I can at least still tell the story. Having a few pages of artwork left before Leo gave up on it, some of which he was able to ink, I began serializing issue #10 ("A Truth That Wounds") on my Patreon page.

Those already-completed pages are running out fast. We'll soon get on to Leo's rough pencils, and after that I'll have to fall back on my own sketches. No joke, that, as you can see from the sample here, but at least the die-hard followers of the story (all dozen of them!) will eventually get to read it.

My main obsession for most of the year has been my new gamebook Can You Brexit? in which you play the prime minister of Britain through two years of negotiations, calamities, and backstabbing starting in March 2017. The book is about 870 sections long, it's now finished bar a final polish, and I'm hoping to get a proper publisher if my agent can find one who isn't too craven to handle it. Enemies of the people and all that. Maybe next year I'll tackle You Are Trump.

My wife Roz has published a book of travel memoirs called Not Quite Lost for which she has been doing loads of BBC interviews throughout December. Banish those mental images of climbing the Kilimanjaro slopes or drinking snakeblood cocktails in New Guinea. These are lyrical, whimsical accounts of our visits to various old follies around Britain, peppered with eccentric encounters à la Bill Bryson. I liked it, though you may not regard me as entirely impartial.

And if you want to hear what Jamie is currently up to, come back on Friday.




Meanwhile, if you're here looking for a gaming fix I got a doozy for ya: James Wallis's long-awaited story-game Alas Vegas is finally on sale. Buy it from DriveThruRPG or Indie Press Revolution. (Unfortunately it's not on Amazon, so if you want a print copy from IPR and you live outside the US, you'll end up paying about $50 in postage.) I'm not usually a big fan of "narrative" RPGs, but any and all original work by Mr Wallis is touched with genius, so I plan to give this a go at our next weekend special.

Thursday, 5 October 2017

Start by forgetting


We're starting a new roleplaying campaign tonight. It's being run by Oliver Johnson, co-creator of Dragon Warriors and Blood Sword, and he always brings a unique blend of innovative story background and palpable atmosphere to his games, so excitement among the players is high.

The player-characters will begin with no memory of who they are. That in itself isn't going to win any prizes for originality. I think I'll be playing in at least one other amnesia-driven game this year alone, and that's even if I can't get my hands on a copy of Alas Vegas, but when added to the GURPS character generation system, amnesia should make for a particularly interesting cocktail.

GURPS encourages you to flesh out the details of your character's backstory -- too much, in my view. I've seen much better (more interesting, more subtle, more convincing) characterization from players developing their characters from the inside, once the game begins. The design-at-start approach is a little too much of an authorial straitjacket. But how about if you begin knowing nothing about your past?

With Oliver's upcoming campaign, which is set in New Mexico in 1862, I originally had it in mind to play a gambler. But then I thought, well, how would I know I was a gambler? I'm dressed like a gambler, maybe. Perhaps I found a deck of cards in my pocket. But what does that prove? What if another player-character is wearing a tin star. He might be a sheriff, but there are other explanations.

Here's how Oliver himself put it:
"The more I sit here reading through the rules, the more I'm convinced that GURPS is the enemy of roleplaying, and only when handled in the lightest way can it aid rather than overwhelm the game. That was why I decided to start everyone as amnesiacs. I want people to interact and make up their stories on the spot and have some good roleplaying, rather than prescribe their characters through these arbitrary skills and advantages and disadvantages and overthought back stories -- which, instead of expanding the character, merely justify the aforesaid self-award of skills, advantages, etc."
If GURPS allowed for a little more uncertainty, there might be some of those discoveries Oliver is talking about. As it is, I still have to know a little bit too much about my character -- those pesky GURPS disadvantages force you to join the authorial dots and end up with the usual cartoonish characterization. But in a different rules system with a little more leeway the amnesia could become a wellspring of creative improvisation.

One option would be to give each player say 80 points to spend on basic attributes, advantages, and disadvantages. Arguably you would know those pretty much right away, memory loss or not. But you don't buy any skills at the start of the game. When called on to use a skill, you roll 3d to set a brevet value X for that one roll only. You then roll in the usual way using X as your skill level for that one roll only. If you succeed, that sets a minimum value for your (still unknown) level in that skill. If you fail, that sets a maximum value.

For example, you attempt a Stealth roll. First you roll 3d to get your brevet value. Let's say you get a 12. So now you attempt the skill roll as if you had a Stealth of 12. Say you roll 9 - okay, that means you know your actual Stealth value cannot be lower than 9. Or say you roll a 14 - that's a failure, which means your Stealth cannot be higher than 13. Over time you'll nest in on values for all the skills you use.

This brevet system for discovering your unknown skill levels is not greatly different from the way James Wallis's Fugue system generates characters' skills in the course of play, as astute readers will have spotted, but I'm looking for something that's compatible with GURPS -- and, because we want to keep playing an open-ended campaign that could last years, we'll need a bit more detail than just having a skill or not having it. Also I confess a slight allergy to RPG systems that co-opt the tarot, simply because so many of them these days do that.

Starting a GURPS game with no memory naturally rules out giving character design points for Allies, Enemies, Reputation, etc. Those are things you'll discover or acquire in play. But that's a much better way to handle them anyway, just as in stories it's better to show than to tell.

Friday, 15 September 2017

Not where it's at, but how it feels

Roger Bell-West: [A lot of rules recently are] “replicating the sort of story that you’ll find in another medium. A book or a film or whatever.”

Michael Cule: “I’m not convinced that we’re doing the same sort of storytelling. I’m not sure that story is actually the product we’re trying to produce in roleplaying games. It’s the experience. Not what we say happens afterwards, but what we feel at the time.”
I couldn't agree more. But you already know that if you’ve read earlier posts like this one and this. In that same podcast, Roger and Michael talk about a sniper character. You don’t just want the sniper to hit the target when it suits the story. The story is whatever happens.

That Hollywood baby formula of turning points and themes and act breaks – that’s the little learning that’s a dangerous thing in game designers' hands. It’s a join-the-dots narrative construction model designed to help Hollywood churn out the product they want to make. It bears as much relation to good (= interesting, unusual, surprising) stories as fast food does to a good meal. Like in life, it's how you react to the random events that's often the most memorable stuff.

Funnily enough, Roger and Michael talk about Save the Cat in that particular episode of Improvised Radio Theatre – With Dice. Download their fascinating salmagundis of roleplaying gaming and genre criticism here. And talking of Save the Cat...


The point here, though, is not that all that Blake Snyder BS will only render up repetitive story structures. Nor is it even that codifying rules for creating stories is less effective than just winging it. (Though that's true too; the only rule you need is to keep throwing surprises at the players and be ready to run with the ones they throw back.) Stories might be a by-product when the dust settles -- we're human beings, everything looks like a story after we've done it. But going in with the intention of shaping a story requires distance. The very opposite of emotional engagement.

Players will often recount their in-game stories; you've seen our write-ups. But what's really fun is that those are utterly unreliable accounts. Ask another player, you'll hear a very different tale. And, as with life, we impose the form of a story after the event. At the time it happens we're right in the thick of things, living an imaginary life not authoring a yarn, and if what you're aiming for is how it feels then stepping back for a bit of chin-stroking analysis is not only going to etoliate the experience, it's likely to bend what might have been a surprising and unique sequence of events into something more like a prosaic formula.

And after all it wouldn’t matter a jot if nobody ever did a game write-up or recounted the adventure later. The write-up is like photographing a sand mandala. The point of a mandala isn’t to end up with a work of art, it’s to be there for the creation of it. That goal of how it feels is a point expressed very well in this video (9:00 minutes in) so I'll wait while you have a look at that.


Why are games written nowadays to reproduce, as Mr Bell-West says, the stories that you'll find in other media? Partly it may be that for a published game to make money it has to have a gimmick, and there's quicker surface appeal in a system that promises you it has rules for ensuring a great story. Or is it that many games lack a deeper cultural underpinning, which means that abstract story forms are easier to impose? If players in a Tekumel campaign are at loggerheads, they have law courts and clan-councils and shamtla and the duelling code to fall back on -- and all of those have their own in-game rules that yield rich stories. In the absence of those social structures, meta-rules for fictionalization may seem more necessary to keep the game going.

And there's the rub. Keeping the game going. That's easy when you're in your twenties with no spouse or kids. Your game persona can take over and initiate events in your parallel life. But not every gaming group has that luxury. Some reviewers of Fabled Lands have complained that without a quest assigned to them they don't know what to do. Jamie joined in our Victorian Investigators game recently and noticed that the players don't tend to drive the story in-character; they discuss and analyze, but then they wait to be told what the story is, and react. Under those circumstances, I can appreciate why people would reach for rules that encourage you to step away from the persona and think instead as an author.

Finding a way to work in your character’s catchphrase, or analyzing the character’s story arc to decide what ought to happen to them next, are signs that the actual playing of the character, the participation in the moment, are no longer fun. But that doesn't mean you can't enjoy the dramatically ironic style of game for other reasons. I'm eager to play James Wallis's Alas Vegas (admittedly light-years ahead of the usual "storytelling" systems) even though I'd chafe at so self-consciously narrative-shaping a game on a weekly basis. So, you know, none of this is the One True Way. We're just talking.

Monday, 10 November 2014

Unplug the jackboots

Back in the eighties I used to write a lot of White Dwarf under various pen-names. Scenarios, articles, reviews, columns, you name it. Occasionally there'd be pieces about a role-playing game of the time called Paranoia - "the role-playing game of a darkly humorous future". I didn’t see anything that made me want to play it, but after all if you only glance at the ads you’re going to end up with a vague and probably unreliable sense of what a game is about. (That won’t stop me talking about it, of course.)

I am interested in both dystopian and paranoiac literature. I’m having a stab in the dark there, assuming that Paranoia is set in a future totalitarian state, but it seems a fair bet. On surer ground: I know the tone of the game is meant to be humorous because all the ads for it in White Dwarf were written with a big rhetorical wink, like an invitation to a frat party. It says it's humourous in the logline too - always a giveaway, that.

I suspect that Paranoia has less to do with the likes of Stalin, Big Brother and Pol Pot and more of the flavour of an author like Kafka or Gogol. The bureaucratic rat-maze depicted there can be just as crushing to the individual, but it’s madness without personal malice. The mere idiocy of the system. That can be funny, too, though probably to do it justice you need a Sam Beckett rather than an Adam Herz.

You know what they say about Marmite and oysters. I’m never likely to play Paranoia myself, but if you’re a fan then it’s probably the main thing in your gaming life. So why am I holding forth about it from this position of wilful ignorance? Because there is a Kickstarter campaign to bring Paranoia back in an all-new version written by James Wallis.

Full disclosure: James is a very old and dear friend of mine. But that’s not why I would recommend one of his projects. I don’t plug every project that a close friend works on, do I? What’s germane here is that James is an immensely talented writer and game designer. More than talented, in fact: a genius. (A genius and I don’t hate him? That shows you what a nice guy he is.)

Here’s just some of the proof. James co-created the first storytelling card game, Once Upon A Time. He wrote The Extraordinary Adventures of Baron Munchausen, which is both a completely original mash-up of role-playing and parlour games and a very funny read. He masterminded publication of the one-of-a-kind game setting Nobilis and a beautiful new edition of Dragon Warriors. He created Alas Vegas, a reinvention of the RPG within the sort of tight story arc structure we’re now familiar with from cable TV drama. He’s an entrepreneur with more ideas than he has time to develop. He’s a teacher and mentor. He’s at the forefront of creative talent working in that interesting space where narrative meets games. Oh, and he has a killer time-travel love story that, when he can clear the time to turn it into a novel or a script, will be the thing everyone you know is talking about. Yeah, remember that tip.

How I'd like Kickstarter to work is that you'd back the creator, not the concept. As long as it's the latter, there'll be a preponderance of mix-n-match X-meets-Y pitches involving any combination of: Sherlock Holmes, steampunk, zombies, Cthulhu, Dracula. Ho hum. There's only so long that can go on before the greatest hits of the past are completely shagged out. But if the funding went to James Wallis himself to create whatever he was most inspired to work on, we'd get something much more interesting than a rebooted '80s RPG. We might even get that time-travel love story. For that, I'd pledge.

Still, the world is as it is. So if you like the sound of Paranoia rebooted by James Wallis, which is the only sort of Paranoia I'd be likely to play, skip over to Kickstarter and get on board. The campaign is 400% funded already and it’s still got several weeks to run. And thinking about it for this post has got me preparing a scenario for my own players involving Benito Mussolini – there'll be paranoia for sure, but that's the least of their worries. Maybe I'll muse more on that tomorrow.