Day 30: Share something you learned about playing your character.
Weird question. And I sort of feel like I’m either misunderstanding it or...something.
Anyway, here’s something I’ve learned about playing my character -- characters. Because I don’t really have just one. My characters are very strongly based on a loose concept and filled in backwards, kind of like a mug of tea.
Day 28: Share whose inspiring gaming excellence you’re grateful for.
Who to choose, who to choose... I know so many excellent gamers!
I guess I’d better suck up to the one person who isn’t likely to see this: JteR. I wouldn’t say he’s the most committed or most entertaining gamer, but he is definitely one of the most transparent. When I talk about lessons I’ve learned about being a good GM, most of those lessons come from JteR -- and the biggest two lessons are: 90% of being a good GM is just letting the players go where they want and do what they want...and only keep track of the bad guy’s stats if you want him to die quickly.
Basically, he’s an awesome GM with a lot of experience that he’s happy to share with people. And I am grateful for that.
I have a particular disdain for streaming/actual play, and somebody somewhere last week happened to mention something that made me realize why. As they put it (loosely remembered and regurgitated from my brain), they pointed out that so few actual plays are anything other than a series of inside jokes -- so few actual plays are presented as stories or dramas. And the little bell went on inside my head, because, yes! that’s exactly my problem!
The most notable exception is the World Wide Wrestling Journeyman’s Cup Exhibition Game series. And it is a glorious thing! I should note here that this was my first exposure to wrestling -- it is so incredibly fun and entertaining that it made me want to watch more wrestling! And I did. (And would still be if Lucha Underground would ever reappear onto Netflix!) My point is this: if you like actual plays, you should watch this, even if you have no interest in the game. (We tried the game, and it didn’t work out for a group of people who didn’t understand wrestling at the time.)
This actual play is so good that we formed a weekly viewing party, complete with popcorn, to sit and watch it together...because how could you not?? Watch this thing!
I’m not sure you could call it ambition...because, again, planning is not my thing. I have a general idea that I’d like to game with some folks again that I’ve lost a bit of touch with (st00pid mono), but that’s kind of like a hazy dream and nothing so specific. Because, planning.
Day 25: Name a game that had an impact on you in the last year.
There is a grand total of one game that has really made an impact on me in the past 17 months: Prism. And, fortunately for all of us, Prism is coming to Kickstarter very very very soon! (I may have been stalking Kickstarter’s homepage in anticipation.) And, yes, 17 months is longer than a year, but I really need to talk about how much I love this game.
It’s rare I burst into tears during a game session, and it’s even more rare that I continue to tear up a year later just thinking about it. Throughout the course of the game, we built up a wonderful relationship between my PC and my character’s NPC wife. Even though I knew the NPC was dead (because we discussed it beforehand), it still struck me right in the heart when the NPC revealed it...and also that she’d been hanging on, because she knew my PC still needed her. (And, it’s never really a good time to be like, “Oh, hey, I’m dead and need to cross-over.”)
I loved the give and take in this scene -- it was the perfect commentary on romantic love and what we are willing to do for one another....on how we hold their life in our hands (literally, in the game’s case) and how precious that relationship is. (And, yes, just thinking about this makes me want to go hug my boyfriend for dear life and sob into his chest, and I am not ashamed to admit it!) Drama is supposed to accentuate life, to help provide perspective and context -- and this game succeeded at that 110%. I have never, ever felt so simultaneously crushed and held aloft in my life.
Day 24: Which RPG do you think deserves greater recognition?
My goal was to try to answer every question this year, but...I don’t know. Part of me is like, “OMG, Whitney is about to release Prism! BE AWARE, PEOPLE!” But then part of me thinks about all of the times I tried to Google a game and barely found it on the internet. But then the rest of me remembers that I generally hate things everybody else is into, because people make me hate things. People are awful and annoying and...I’m a maverick, okay?
So, yeah, I don’t know. Hard pass on this question.
I’m going to be radical here and say Hillfolk. I love the idea of Hillfolk -- generating relationships (including dynamic needs and denials) is an amazing, amazing thing. I also like the idea of negotiating scenes and using the currency of the game to enrich scenes further.
I like those ideas. I like them a lot. But I have yet to see them actually work. For the most part, I just run Hillfolk free-form and ignore all of the rules...because I’m a top-notch maverick, that’s why.
The settings. My God, the settings! They are so incredible!
And now I feel like I need to go play some Hillfolk. And look up some folks who understand the actual mechanics and get them to teach them to me. Or, you know, just discard the rules entirely like I do and just drool over the drama. Drama.
And now for the easy answer I could have given for Day 20 but didn’t, because it was a whole 5 minutes ago: Apocalypse Engine.
I like Apocalypse Engine’s mechanics, because it’s so danged easy! And, also, because I like yes, but or no, and or yes, and or no, but. See Day 20.
But, mostly, Apocalypse Engine does not require a whole lot of math. The highest modifier you have to add is, like, a 3. And the highest roll you will ever have is a 12. Basically, I can use all my digits and STILL have a whole foot left over! Math!
Day 20: Which game mechanic inspires your play the most?
Apocalypse Engine is the easy answer. I’m all about not giving the easy answer for this post, because just saying the name of a system doesn’t really address why it’s my favorite or how it’s my favorite...and it’s the name of a system, not the mechanic I like (even though it uses it), so it’s kind of not even really answering the question.
The real answer to this question is the “no, and...” and “yes, but...” mechanic. It is, of course, the central feature (in theory) to Apocalypse Engine games, but I have seen it play out beautifully in other games as well. I love the idea of a complication, threat, or surprise coming from a roll. I feel it makes the game more dynamic and adds a consolation prize to a failed roll (or a reminder to be careful to a success.)
Interestingly (for me), I find I like the mechanic better when the effects are narrative or something to do with lore as opposed to a mechanical benefit. I really struggle to find the same enjoyment with games like Edge of the Empire, where you are pretty much saying the same thing, but the advantages and threats are usually used to apply modifiers. And that’s too crunchy for me.
I do like the narrative elements, though -- a lot. You can learn so much about a character through their decisions...  “Yes, you can get away, but you can’t take your younger sister with you.”  “No, they aren’t intimidated by you, but you notice that the leader has the same tattoo as you do -- same unit, maybe?” And then you let your muse out to play...
What is with all of these questions about planning? Â Sheesh...
As with the previous question, I don’t plan...so that makes it hard to use music.  I know people who have added music (or sound effects), and it has gone over super well!  And I know people who have added music, and all it’s done is distract me from the game as I hum along.  But, I, myself, do not use music in my games.
Now, I do like to find theme songs for my characters.  I usually like to find a few songs and listen to them on repeat before a game so I can get back into my character’s headspace -- and, usually, that works for me!  (I also like finding songs for Brice’s characters...and while he seems appreciative (read: tolerant), I don’t think he gets as excited about it as I do!  But that’s okay -- I listen to his characters’ music and get excited enough for the both of us!)
(Sorry for the multiple posts! I got distracted when posting...and what’s posted cannot be unposted, so you get a lot of Andrea posts all at once rather than spaced out like I normally would!)
Holy crap. We actually played a session! Who’s excited? Me! I’m excited!
Well, I would have been more excited if it hadn’t been so long I’ve completely stepped out of Cara’s headspace (I sort of already slipped back into my bad habits!) and if it hadn’t been a terrible, terrible week. Oh, and if the whole game hadn’t been a combat plan that immediately went belly-up. Though that ended up being a blessing in disguise since I can’t, for the life of me, get back into character!
Long story short: the boys, Daniel (swoon!), and Cara’s brothers all showed up to rescue her. It was a super tough combat that went absolutely pear-shaped. Old-Cara would have been delighted at the irony (had the boys killed Underwood back when they had the chance, none of this would have happened...but, oh no, they were concerned about hurting innocents...but now they’ve probably killed an untold number of innocents in this epic battle!) Andrea is personally delighted with Cara’s arc -- because it began with her executing a man (her husband) with a blaster to the head and ended with her executing a man (her nemesis) with a blaster to the head. That’s some next-level storytelling shit there, and my GM is amazing for making it happen. Just saying.
And then we ended the game, because combat takes FOREVER!
We have one session left for our characters to work out all their differences and really have a heart-to-heart about why they are super bad for each other.
After that, I am playing a wookie.
But, before the wookie, I need to sit down and get Cara’s feels all straightened out again so I can nail her reaction to being held hostage for an untold number of weeks then rescued in the most glorious fashion. I want to say she may be slightly unhinged, because people have completely caved under less stress. I want to say that, but I think she started out slightly unhinged, so I probably can’t.
DECISIONS ARE SO HARD! Time to go find some sad music to give me some inspiration...
The Miners have made their glorious return to Fiasco...because it’s kind of our fall-back game, and we kind of love it. Â
And I learned something new! Apparently, everyone except me has fantastic memories of infomercials. I’m not sure if this is age-related or if I just somehow escaped that particular little bubble of culture...but the rest of my group was SO excited to try this playset, and I was confused why. I spent most of my late nights watching Cartoon Network back in the 90′s...then spent most of my late nights playing MMO’s in the early 2000′s. I just never watched them...and while I am vaguely familiar with the premise, I have apparently missed this entire cultural touchstone somehow.
Anyway, the game does have a fun set-up: basically, the PCs fell asleep in front of the TV and have been sucked into Infomercial World. I got a very Don’t Rest Your Head vibe from the description...but since no one else I play with is familiar with that RPG, I just had to kind of trust they knew what I was talking about.
And, given this is Fiasco, it’s less horror and more Cohen.
Brice and Liz are playing newlyweds that have been trapped in Infomercial World for so long they’ve just started playing along and doing the pitches themselves -- because it’s easier, they say. We aren’t sure how long they’ve been there...but we do know they’re crazy cute, and that sells well. Liz is also Will’s ex.
Will once dated my much younger character -- back when he was in a dark place after his break-up with Liz. After I accidentally (or “accidentally” -- it’s unclear from context) ran over and killed a drug dealer, I showed up at Will’s place and asked for help getting away with it...you know, so we could keep the money and cocaine we found. And that kind of implies this whole Informercial World thing might just be a cocaine-fueled fever dream. Who knows?
Brice and Liz are hoping they can train us to be their replacements...and they hope if they do, they will be allowed to be free. The jury’s out on whether that will work (it probably won’t), but they’re encountering some resistance...because what the hell? I’m playing to my strengths (aka, not understanding the enthusiasm for this playset at all) by playing a character who has probably never watched an infomercial in her life (inspired by a true story).
It’s pretty twisted and dark so far, because it’s kind of how we play Fiasco. It’s also secretly a commentary on our fascination with gizmos and quick-solutions, on the changing face of television ads and marketing, and on the unforeseen dangers of drinking and driving...because it’s kind of how we play Fiasco.
Generally speaking, art itself doesn’t do a whole lot for my inspiration. (Because, again, that implies planning ahead to some degree, right?) It does, however, provide a reference point for places in my games...sort of.
I love to look at photos of unusual places -- indoors, outdoors, ruins, restored, historic, made up, etc. At one point, I also tried to keep a folder out on the internet somewhere of these beautiful places so that I might reference them later. But, then, given the way I play and run games, I just never go back to it; my brain downloads a small portion of those places to my brain, and I sometimes remember them well-enough to work them into a game. Sometimes. But even then, I just describe them rather than go back to try and find the picture.
Being an absolute snob (shocking no one!), this is something I often struggle with in certain groups. Some people seem to rely very heavily on pictures (”This is my character!”  “This is what my character drives!”  “This is the one sock my character owns!” You get the idea.) whereas I will never, ever find a picture to match my own imagination -- I can’t just shut off my brain and choose a suitable actor or dog picture for some reason. I have to suck it up for PbP games or for other games where you’re expected to just find a photo of someone else you can pretend to be...but it’s certainly not my preferred style.
Day 17: Describe the best compliment you’ve had while gaming.
This certainly isn’t very serious or profound, but it is definitely my favorite...
I was playing a D&D game with people who didn’t spend a lot of time role-playing. Of course, that’s kind of my thing...and I was playing a tabaxi cleric who followed a god of mischief to top it off.
This happened a few times:
A hush would fall over the table, and they would all exchange puzzled looks. And then someone would say, reverently, “Oh, she’s role-playing...” And then there would be exchanged nods of mingled relief and understanding.
It was hilarious how often my random in-character antics surprised them! And while this is not directly a compliment, I still very much take it as one.