moved...
I've redone Somaseptic to catch all of my random thoughts about gaming.
If you want to follow that noise, http://www.somaseptic.com is the place to do it.
A geek view of table top pen and paper gaming and how it could be changing.
I've redone Somaseptic to catch all of my random thoughts about gaming.
What we do is for fun. Shouldn't we make sure that we maximize the ratio of fun to grind?
Excellent article on dysfunctional play up in the Forge. At the core of what we do there is a lot of dysfunctional behavior. I'm beginning to believe that the concept of "bait and switch" that is discussed in the article is the core of most gaming instruction (rule books). "GURPS lets you play in any setting", they promise, unless you want detailed rules that are fortune and resource based to socialize in the game. What it should say is, "GURPS lets you play in any setting that needs detailed combat". Now before you post a comment telling me how you had a session where meaningful social exchange took place understand that what I'm saying is not that *you* can't have social exchange in *your* version of GURPS. I'm saying that out of the box GURPS has little or no social rules.
I'm posting this article on good gm'ing mostly for reference for later. It's a really great look at how to GM in terms of game prep and focus.
We've made a lot of changes to our gaming. Last week one of my alpha players made a point of exclaiming, several times, that the past session was the best he had ever had. Like me, he's prone to hyperbole so while I believed him (cause it was the best gaming ever) we had encountered a grievous social conflict which he choose to blow up at. He made a choice to drag the rest of the group into it. He was very angry and defensive, pretty much on par with what I’ve seen from him in the past. He and I have always had social difficulties but for the first time I found the event to be something that baffled me. I was able to express myself pretty calmly I thought and let him know.
I mean tell me, how many of you have had to sit there while some asshole in the group role-played through buying shit or had to listen to someone’s long winded soliloquy while the rest of the group had to sit and watch. See, when a game has rules to govern this shit, it doesn’t stop it from happening. All it does is constrain that bullshit so everyone at the table can have fun, including the poor bastard who is tongue tied but likes the idea of playing the snarky diplomat.
Lines and Veils is a concept that Ron Edwards presents in the excellent supplement to Sorcery called Sex and Sorcery. A Line is defined as something that will not be crossed in terms of story. In Breaking the Ice, Emily Care Boss compares Lines to the MPAA rating system. So a G rated game will have no sexual content and a PG will have implied sex, but nothing on screen and so on. A Veil is a device where something is happening in game, but not “on screen”. The classic "fade to black" technique when a character is experiencing something that is beyond the player’s comfort level is a type of Veil. So while the activity is definitely happening in game, the players aren’t experiencing it.
Two postings recently got me thinking more about stakes.
Bribing players to involve characters