Showing posts with label Podcast Reactions. Show all posts
Showing posts with label Podcast Reactions. Show all posts

Friday, February 19, 2016

Podcast Reactions: Play On Target -- Trust

Once again, a set of reactions to the Play On Target podcast. This time, the discussion centred around the issue of trust in RPGs. I highly recommend listening in on this one, as the issue is responsible for many a dissolved campaign (and even gaming groups).

Interpersonal Trust

To my mind, many of these 'violations of trust' seem to center around a case of a difference in expectations -- between the GM and the Players, or between the Players themselves.

They can be as mild as a difference in expectations for a horror game -- perhaps where the GM meant psychological horror, while the Players understood it to be supernatural horror.

On the other hand, it could be an outright violation of general etiquette, which we need not tackle as the differences of social maturity in groups (especially in the stereotypical demographic of gamers) are not really my area of interest right now.

What does intrigue me for this topic are cultural differences that we end up blindsided by, because gaming is a very different pastime from sports, joining a book club, or getting drunk at the local watering hole. While we may pretend to be different people at these events, or show only a particular side of ourselves at these gatherings, you're still generally being judged as 'yourself'. In RPG sessions, there's a "player character" that you can hide behind, or be confused by, especially if -- as mentioned prior -- the stereotypical demographic isn't that well-versed in social skills or introspection.

Admittedly, gamer culture is young, and varies from play group to play group, sp there's no commonly referred to body of knowledge for newbies to refer to. Solutions to many problems appear to be common sense, but rely on anticipating (through experience or a certain level of human empathy and cultural sensitivity) that specific problems are likely to surface. 

And to complicate matters --

Game System & Trust

That's right, sometimes the game purposely works to make the PCs betray each other, and thus (potentially) have the players feel betrayed as well. In real life.

If I recall correctly, Phoenix Command really messed with trust in the GM and the game itself. If I recall correctly, the players's book sets up a particular kind of game (rah-rah we're the best nation in the world), and the GMs book tells a different (post-apocalyptic rebuilding) game campaign.

Paranoia was a game that gave every character a secret society and a mutant power (both grounds for treason), and the secret societies often gave conflicting sub-missions to the current mission that the Troubleshooters were assigned to.

Cold City had a mechanic (much like to an optional rule in Night's Black Agents) that encouraged PCs to build up trust between the characters, so that when betrayal took place it would give a bonus to a particular action.

In these cases, these are by design -- with varying degrees of success per gaming group I'm sure. (After all, not everyone takes to the resultant lying and backstabbing in boardgames like Diplomacy).

However, +Lowell Francis points out that some games themselves violate trust, suggesting certain kinds of things about the gameplay and setting, but aren't supported by the rules.

I know how he feels, and it's part of the reason I totally support bell curve systems like the Hero System vs. any linear systems (unless they're coupled with something like the point-spend mechanic in Gumshoe). They make your PCs feel competent, instead of lucky amateurs.

Fading Suns' Victory Points had that problem, if you looked at the ratings of stat and skill levels. So did the classic WOD system (5 pips makes you one of the best in the world? Sure didn't feel like it), and one of my favourite systems for other reasons -- Interlock.

Summaries and Future Reactions

In short, the topic touches on many surprising aspects of the gaming experience. Once again, the Play On Target crew have unearthed a key topic that can be mined in more detail in future posts.

Which I hope to do some day soon.

Sunday, May 3, 2015

Plot Points takes on Champions

I listened to a Plot Points podcast on a Champions adventure -- an old one -- titled Day of the Destroyer. I was surprised that I had so many reactions to something so old and that I'd written about so often.

Here's the link to the podcast. And the link to the podcast on iTunes.

And here are my reactions (which I e-mailed to them, of course):

Response to Plot Points (Champions - Genre Podcast)


I listen to your podcast selectively; because of the review format of the show, there are certain things I'm not really curious about and therefore skip. The rest, I do listen to -- but the recent episodes about the adventure module "Day of the Destroyer" and a discussion about Champions (and the Hero System) spurred to write to you.

Short background: I've been interested in RPGs since the early 80s but only really started playing regularly in 1986. During my time in the U.S. (I'm back in my homeland of the Philippines now), I was based in the San Francisco Bay Area and played a fair amount of Champions there back in the day. I've been interested in it ever since, even though time and availability of interested gamers has waned.

The podcast was entertaining, though I found it odd that sometimes there were some instances of "talking over" one another, which kind of confuses or disrupts the flow of your discussion (sometimes with Sarah, other times with Torii). Is this a matter of the delay in transmission of the online chat / telecon?

It was also very engaging, as I found myself shouting responses to some of the topics or questions answered. This, as you might have guessed, is the reason I'm writing you.

For ease of reading / skipping over, I've put Topic Headings for your convenience. And I swear, I won't tell you about my Champions character.

Champions Gives A Lot Of Power To The Players

I felt that this wasn't quite tackled or explained as clearly as Torii clearly wanted to. Okay, let's be honest: it wasn't explained as clearly as I wanted it to be. So here's a stab at it --

Champions (and the HERO System) allows your to create exactly the character that you want. Any Champions player worth his salt will be nodding up & down at that last phrase: "exactly the character you want".

While almost any RPG allows you to create your own character, few out there allow you to create "exactly the character you want". There's a level of customization in the Hero System that allows to realize your character concept to a great degree, restricted only by the point limit.

In fact, one of the great pastimes of Hero System afficionados is to find a way (preferrably more than one) to create characters that are hard to build in other systems without some hand-waving.

I suspect that this is partially because Champions is early enough in the RPG history that it was in some ways a reaction against the "GM is a God" and the "adversarial GM and Player" dynamic. It may have even been necessary, given the nature of the genre: a slugfest is a very regular occurence -- sometimes between fellow heroes. But I digress.

Okay, so how does it give a lot of power to the players?

Well, first off: the player gets to set the special effect of his / her character's powers. Also known as: Game effects cost points, special effects are free.

What does this mean? My favorite example of this is a power called Instant Change.

Game Effect: your hero can change into his super-hero form (or back to his normal form) without expending an "action". Cost: 10 points.

Possible Special Effects:
(a) there's a flash of light, and you're now in your supersuit;
(b) you change at superspeed, and you're now in your superset;
(c) the planets align, a bolt of pure etheric energy streams from the heart of the Milky Way galaxy into our solar system, and shatters each one of the planets from within, and triggers the Sun to go supernova, destroying everything around it for light years -- then it all reverses, everything goes back to normal just before the planets aligned, and now you're in your supersuit. Cost: FREE.

Sure, the GM still has to allow it into the game (as with any game), but this uncoupling of the game effect from the special effect allowed many a player to break out of any pre-existing classes or templates of the time.

But the uncoupling had a other ramifications, such as being able to craft different ways of achieving the same special effect.

Special Effect: I run so fast, I can run up the sides of buildings OR across the surface of water.

Game Effect:
(a) Buy Running + Clinging (with limitation: only when running); Buy swimming (with limitation: only on the surface of water)
(b) Buy Flight (with Limitation: only to move on surfaces)

These examples, and many more, show how -- as a player, you're granted more options in character creation than most other RPGs.

All Math Is Frontloaded

Well, to some extent it is; the rest of it isn't. But the act of building your character makes you familiar enough with the system that the rest of the math is usually easy enough.

If, that is, you're obsessive when building the character I suppose.

If You Don't Have A Skill, You Can't Do It

Technically true, though the concept of Everyman Skills was introduced into the campaign. And occasionally, the GM can grant a rare bending of the rules based on background or special effect.

Other super-hero games

If you want an exhaustive list of Super-Hero RPGs, go to Lowell Francis's blog:

He has multiple blog posts on the many RPGs released in this genre across the years.


And I hope that puts things at rest.

Tuesday, March 11, 2014

Comic Book Confessionals: Bludhaven Academy

Oh, I really liked this Fatman on Batman podcast (episode #051). Not so much for the warm-up banter and the really interesting friendly catch-up stories between Kevin Smith and Paul Dini -- but for the awesome brainstorming session on a TV show idea (triggered by the first Arkham Origins TV commercial).

Bludhaven Academy. Awesome idea that I wish would be created and come close to (or exceed) the potential promised here.

And it makes me think about super-heroes and mythology, and it pulls me back to my super-heroic gaming again.

Friday, February 21, 2014

Play On Target takes on Settings with Serial Numbers Filed Off

So this post is a set of reactions to Play On Target's podcast episode on Settings with the Serial Numbers Filed Off. As always, these are one sentient's opinions and not meant to be a review or critique -- in the hopes that this feedback will help the podcast creators gauge how their podcasts are impacting their audience.

Stuff that I Really Enjoyed

Great!
Play On Target provides useful information in the podcast site about the episode in question!

Not only does it tell you what the episode is about -- "we talk about the pros and cons of releasing a product that is obviously a licensed property with the numbers files off" -- it also gives a list of relevant links to each of the games mentioned in the podcast.

Great for research, and to figure out how a game's name might actually be spelled, especially if composed of a homonym friendly play on words (I'm looking at you InSpectres).

I'm also grooving to the fact that my opinions on the Fading Suns reactions (It's not Dune with the serial numbers filed off. Nor is it Warhammer 40k with the serial numbers filed off.) match my own. I also find it hilarious that my reactions to the 'almost-Highlander' RPGs (Legacy: War of Ages,
Immortal: The Invisible War) were so similar, despite the fact that I never bought either -- just looked 'em over in the game shop. To be honest I felt that purely on visual appeal alone, Legacy: War of Ages was clearly the superior product -- but neither convinced me to shell out money.

Dread. That game again. I must buy it -- when I have the money.

I liked the reversal of the premise also -- just before the middle of the podcast -- that led into the discussion of the murky issue of vampire / werewolf / frankenstein's monster / world of darkness / new world of darkness intellectual property.

Bounty Head Bebop. Cute and Fuzzy Seizure Monsters. Really? Frickin' A! Thanks!

And yes, Fiasco & Hollowpoint are also things I must play soon.

All this stuff in the space of an hour! Amazing!

Stuff that I Found Interesting

Interesting.
I didn't know that d6 Space was effectively Star Wars with the numbers scraped off. I mean, I know that the d6 systems are really close to that original system -- a friend of mine picked up the Metabarons RPG, and I could really see the Star Wars D6 system that I knew and loved underneath everything -- but I didn't know it was that close in the generic system as well. I should really go through it now that they're free on RPGNow.

I also agree it would be cool to find out about the 'cease-and-desist' rumor about either or both 'almost-Highlander' RPGs. Keep us posted on that, guys!

I also found it interesting that InSpectres came across to some folks as more of a Ghostbusters-alike RPG, rather than as the indie game / collaborative RPG approach. Which is how I know about it -- and I'd pretty much dismissed the analog to Ghostbusters, because of that confessional mechanic that was mentioned. But it's true -- it really owes a lot of its inspiration to Ghostbusters.

Lords of Gossamer & Shadow is also interesting, because of its original incarnation as Amber: The Diceless Roleplaying Game, and because of its expanding sources of inspiration. In fact, I was immediately thinking of integrating an equivalent of the TimeLords and the Daleks into the list of other factions to run into. It has a different feel that the other forked setting / ruleset -- Lords of Olympus -- which is really more in the vein of gods and demi-gods and politics and epic universe-shaking and -shaping adventure.

With one exception -- see below in Stuff I Didn't Like -- I got a nostalgic thrill on the rundown of the X-files inspired RPGs. I was surprised that C.O.R.P.S. 1st Edition wasn't mentioned, but I guess I'm one of the few remaining BTRC fans.

When talking about Cyberpunk, I flashed back to the Fading Suns RPG and wondered how much some RPGs are less [insert property here] with the serial numbers filed off, and are just very niched genre/sub-genre emulation games / game systems. Cyberpunk 2020 certainly qualifies, and so does the Mekton series of games.

Burning Sands: Jihad. There is such a thing?

It's interesting that the Price of Freedom still has that stigma to it. Greg Costikyan has mentioned before that he really didn't believe everything in Price of Freedom, or at least to the extremes described in it. He seems to have been going for a Paranoia type of vibe for it in modern day(especially since it was also under the West End Games banner), but I think it was too close to reality to jump over to the humorous side of things.

I also like Crimson Skies, and enjoyed reading Warbirds. I wasn't as put off by the setting. Just think that it's not an alternate dimension but an alternate dimension timeline. Besides, they might have been trying to avoid the whole intellectual property landmine just waiting there.

The brief discussion on why getting licensed properties can be difficult for RPG companies, and thanks for the "Blake's 7 RPG" link reference. Although, I would posit my suggestion for such a game: Cold City / Hot War + Stars Without Number.

Stuff I Didn't Like

Whoa.

I know that this is all by fans for fans, and that we're not all professionals here, but consider this constructive criticism -- and just imagine me making these expressions while listening.

There was a point where the podcast crew was trying remember the game 3:16 Carnage Among The Stars that made me cringe a bit, and I was trying to figure out why. God knows the same thing happens to me on occasion, and it can be annoying. I do suggest that in the future, you can just say you'll put it into the the show notes and move on -- I felt that we wasted some time there remembering (subjective, because I KNEW what you meant guys, but screaming it across space and time wouldn't help). I also cringed at the mention of Hot War, because it was such a different type of game from what was being discussed -- but that's just me.

Also: come on, guys. Delta Green was written that way before X-files came out, everybody knows that. It's in the preface thingy in the book. As hard core Call of Cthulhu enthusiasts (which you are, right?) at least one of you would have known that bit of geek trivia. But, to be fair, it was very much in the vein of that conspiracy-laden zeitgeist.

Suggestions

You may wish to...

Technical stuff. Sometimes the difference in the audio quality can be jarring. Early on, some of it was choppy -- and then some times staticky. Mostly okay though, don't get me wrong.

Also, because there are so many of you guys -- rather than just a duo -- I kind of lose track of who's talking. Not that it matters, since most of the time I'm listening to the content -- but perhaps once in a while an identification of sorts might be great, 'cause in my mind I don't want to keep score of whose talking by labeling them (in  my mind only): Lowell; Not Lowell; Lowell again, maybe; Sam? Not Sam -- wait no, Sam, so who was the other guy?; Brian???; Not Brian, definitely not Sam, maybe Andrew????

Be careful when you guys end up talking over each other -- the volume can be painful to folks with earphones!

Structuring. Perhaps you can try to group things together and create artificial breaks at various arbitrary points (Sci-Fi, then Fantasy, the Horror OR 80s, 90s, 2000's) so that folks like me who squeeze the show in can feel like we're finishing a chapter or two and then come back to it later taking on the next chapter and so on.

Thursday, October 17, 2013