RPGaDay 2017 #4: Which RPG have you played the most since August 2016?
A: RPGs inspired by or strongly derivative of “Powered by The Apocalypse” (PbTA) game @Apocalypse World RPG ( http://ow.ly/pmEA30eaA7W) ala Monsterhearts, Urban Shadows RPG (etc).
RPGaDay 2017: Day #3 How do you find out about new RPGs?
Generally, I find out through talking with savvy game adventurous friends, at cons, gaming forums and various gaming blogs. Sometimes, I peruse a localish gaming store but most often I'll look at new releases at places like DriveThruRPG.com. Kickstarter will sometimes have new games asking for support that intrigue too.
I really wanted to participate in#RPGaDay2017, so I'm playing catch up from yesterday:
Q #1: What game do you wish you were playing right now?A: I’m always late to a cool new game system party by roughly 2 years or so, but I’ve been *really* intrigued by 3 systems this year: 13th Age (played at BBC last year and was super pleasantly surprised to have had as much fun as I did), 7th Sea (I Kicked the new core book and have been reading up but yet to get in a con game or otherwise actually play and this sucks cause it looks SO damn fun) and Night’s Black Agents (I don’t think I’ve played in any Gumshoe system yet and I love the options this game offers to create your gameworld). So yeah...I'm kinda low key looking out for someone running a 1-2-3-4 shot. But that’s super low key.
Q #2: What is an RPG you would like to see published?
A: My guy’s Home-Built Game Campaign is an awesome game world (with an ever evolving game system😜) he keeps working to perfect. In a nutshell: A future where space travel in our galaxy is a thing, Mars is partially terraformed and colonized, Earth is war and pollution ravaged, corporations, military (with mechs) and governments are seductively or viciously vying for control, while vampires (and....more) are on the verge of revealing themselves to humankind and/or making their own big moves. BUT unknown to all of them is an event just dawning that will change and challenge everything they all think they know.
It all actually makes sense, dynamic, is fun and super exciting. So those who know him feel free to kick him to publish if this sounds like a world you’d like to explore. :D
Tabletop Group: ALPHA
Session #: 6
System and Game: Always/Never/Now (A/N/N) by Will Hindmarsh
Genre: Cyberpunk
Rate of Play: Bi-Weekly (usually)
Medium: Infrno.net, Roll20.net & Skype
Current Status: 70% ready
GM’s Current Emotional Forecast: Driven with a side of hopeful, nervous and a little sad.
Session #6 -Done. And Session 7, the last session scheduled 6/8/16.
It wasn’t perfect.
It wasn’t the picture I envisioned. We were down a player..but after discussion we moved forward anyway, a decision that still weighs on me. I was not nearly as silver-tongued as I hoped. I missed conveying some points or did it in a way that was less dynamic than I wanted…and probably could have pushed other points harder. Moved things along faster. And at the end of the session in the chatter aftermath I think nerves, fatigue and a certain high of finally getting this far propelled me to over explain stuff (which is lame for someone that invites and desires mystery as appropriate into her games). It so wasn’t perfect.
BUT the players had fun. The shift of dynamics was really awkward at first (to me) without our fourth…who we missed BUNCHES…but we forced ourselves to adjust and over time the players let themselves fall into the experience and did as they generally can’t help but do…they shined. The turns and twists were surprising and fun for the players. They all seemed really angst filled and pumped up for the finale - re-engaged. And I do believe that I successfully conveyed elements of what I had hoped to offer in atmosphere dynamics which hopefully helped balance some of the murk of my inexperience.
So in those ways…it was kinda perfect....
When there is trouble scheduling due to one player’s situation and everyone else can make it do you continue your game or wait for everyone? At this point in time, I think it depends on the players and the game. In this situation our missing player was non-communicative for reasons and in the absence of information we made the call – I made the call as GM - to push ahead. We’d already had significant lapses and interest/attention/priority for game can dwindle when that happens. Based on comments of 1 player I am fairly certain it already had. Knowing that and we are so close to the end, I want to finish this for myself but even more for the players who have earned their ending. I want them to have this and I want it to be good. I’m going to give my best shot.
I noticed something about the missing fourth’s absence effect on the session. When you play with a group, with characters who have certain abilities or personality traits, unless you just want to have the pull of it most players consciously or unconsciously let that character take lead with their skills and self-relegate to handle other aspects in roles. Without our fourth doing the things that character usually does a vacuum occurred a certain lack of impetus or actions. Eventually, the other three began to rp and use their skills in new ways to fill it. Awkwardly at first from my view, but then they sort of just let go and played. And some really cool rp and moments happened. I saw aspects in some of their characters I’m not sure I would have, if not for the circumstance.
I will always prefer and want all my players at each session and I will be flexible as I work to support that. But I’m less afraid to move forward short one on occasion, if needs must. I don’t want the missing player to think they aren’t crucial – they absolutely are as the dynamic is best with all present and engaged. But I don’t want to stop those who committed time, are enthused and ready from moving forward and progressing either. That said do I think the session would have been even better with our fourth? You bet I do.
Our Finale is set for Wednesday, June 8th. Wow. To think, I wondered if I would even like GMing let alone if I have what it takes (which could still be debated at points). But now…I’ve learned so much about creating a campaign, keeping interest, tone, atmosphere, story, players, sessions, table dressing, descriptions, pacing, plotting and especially about this awesome game that Will made. And of course, very cliché but I especially learned a lot about myself.
One of my biggest lessons again and again: Perfection is out of reach and unrealistic, no matter how often I feature it in my aspirations. I’m still learning. If I’m lucky, even as continue to grow and hopefully improve, hone a GM form and style that is all mine, I will still continue to learn and grow. So, I must reframe “perfect” and instead define my victory conditions for this Finale. And for this experience, it all calls back to my points of a successful game when this began 6 months ago.
“As long as we have fun, no one falls asleep, leaves hating cyberpunk/fantasy or feels a need to find further excuses to no longer play, I feel I will have run a successful game.”
This still holds true.
I asked a bunch of my gamer friends for advice of how to resolve a finale that is satisfying for the players and characters. I received some great suggestions and responses from different GMs and their perspectives. So humbling. I really hope to incorporate those elements that make sense for this campaign, so that the players feel good about all the time we’ve spent in pursuit of a mystery which illuminates in just a couple more days.
Pluuuuuus…I have a couple of surprises for my players which I REALLY hope they will like since we’re at the end.
We’re due to play tonight and this session is the beginning of the end as I’m leapfrogging us into the final act of the formal campaign. I’m excited…I’m nervous…I’m hopeful but most of all…I’m ready to try to GM a good campaign ending. So before that all happens…let me fill you in on the past few weeks…or rather month.
Current Game Conditions
Tabletop Group: ALPHA
Session #: 5 (still)
System and Game: Always/Never/Now (A/N/N) by Will Hindmarsh Genre: Cyberpunk
Rate of Play: Bi-Weekly (Usually...but)
Medium: Infrno.net, Roll20.net & Skype
Current Status: SO Ready
GM’s Current Emotional Forecast: Anticipatory and a little melancholy…
Session #5 -Done. And Session 6 maybe tonight?
The last few scheduled gaming sessions – never happened. But finally the next one is scheduled for tonight - I really hope it does…
We are in a moderate length campaign…players suddenly becoming unavailable was bound to occur. The last opportunity we missed to play - that was all on me: I needed to take time to appreciate my guy, who supports my gaming hobby, tolerates my odd hours and questions so we enjoyed a prepaid night out at a cool event. No regrets there. The other sessions where I was prepped and ready to go - life stuff happened for my players and some couldn’t make it for various reasons. While the official game was cancelled, I offered an opportunity to the other players to play and have focus. Funny enough, over all of this time only one player actively took (or was able to take) advantage but I’m oh SO glad he did – and really hope it was truly as much fun for him as it was for me.
Think about…your favorite ensemble show.
You know how sometimes it features an episode which focuses just on a couple of your favorite characters? Their past, their present situation(s) and what lead them to that point, inner thoughts (not all of them, just some). Character development - you get an intimate look into who they are and why they do…whatever they do. If that session also ties in with the main story and the plots, the episode is even more engaging. Well, I ran that type of session for one player (our Alex). I figured we’d talk and RP a bit, but the player would probably want to quit in an hour (polite player being nice to the newbie GM, right?). That didn’t happen.
Instead we took the full 4 hours and by the end the player had an even better handle on his character and I had a greater understanding of this character’s motivations and goals. It was comfortable, fun and created more openings and opportunities for story as well as folded into main plot nicely. It also allowed me to stretch my narrative muscles, which aren’t near as flabby as I feared. Plus, using Roll20 made it SO easy to augment the virtual tabletop on the fly as we painted words and scenes to reflect shifting locations and atmosphere. SO much fun.
This is a great way to turn a session that could have been a miss into something which can enhance the main game, maintain enthusiasm and ensure a player gets focus on their character and explores it in fun ways (I have yet to run into players who don’t enjoy talking about their characters when they feel engaged within the story). I’ve been SO eager for our next session to determine how the motivations and understandings gained through this quieter session might deepen or reflect in the player’s RP and immersion. Though at this point it’s been some time, so it may be harder to determine. We’ll see.
I do know that I enjoyed running that “quieter session” for my PC and this type of opportunity will be a thing I will offer for games I run in the future. I also I think I am ready to take us toward the conclusion of this campaign.
This is not reactionary due to pauses in play, though it does play part. See, I adore my Alpha group of four. Running for them long-term would be an easy choice as long as their interest and schedules allowed. When they are at the table, playing together and engaged, they are complimentary to each other, plugged in and SO fun. But with so much time in between sessions, momentum slows and I know it’s been hard on all of us to wait (though hopefully, it will feel worth it). I know there is so much more story I planned to reveal and was inspired by them and through this campaign…but I also know life happens, circumstances shift and ultimately… I must keep running consistently to keep growing, if I ever want to improve.
In other words…I need to keep it moving.
I have not determined which group/individuals of my online gaming hungry friends I’ll invite to play next, as I’m still trying to challenge myself so that I may feel more confident as I run different scenes. I very much want to provide my more experienced friends, particularly those who also GM (and/or have a WELL earned rep as AMAZING GMs) a good time, if not a really great one.
So here’s a virtual toast to the beginning of the end of my Alpha group’s amazing story. I wonder what they’ll do…and how they’ll be known for their choices.
I’ll keep you posted.
EDIT: Session 6 DID happen. Very bittersweet as we moved forward. Will update soon.
The last game session was my most ambitious attempt yet; my table was configured in a way I’ve never tried and complicated. For additions to immersion, I chose to incorporate new tools on Roll20.net for great benefit. Story-wise, I decided to try to stick closer to the guidance I read in the scenario notes. I was super ready and super prepared and.…
I glitched.
Current Game Conditions
Tabletop Group: ALPHA
Session #: 5
System and Game: Always/Never/Now (A/N/N) by Will Hindmarsh Genre: Cyberpunk
Rate of Play: Bi-Weekly (Usually)
Medium: Infrno.net, Roll20.net & Skype
Current Status: Ready
GM’s Current Emotional Forecast: Cautiously determined…
Session #5 -Done. And Session 6 is in less than 24 hours…
I look forward to Facilitating/GMing, but I was tired and cranky before the game for non-game or player reasons. I didn’t want that to affect my approach or the mood. Overall I don’t think it did for my players…but I knew it. I felt off and it bugged me. My players interestingly enough were in a similar mood; happy to play but tired or stressed about life events and I noticed that it somewhat affected their immersion and play.
We started late at the request of one player who needed more time to arrive which has not been a persistent game issue so, no problem. This is only important in that I felt some internal pressure to make sure I kept track of game time so we did not go overtime. My “question before the game” about the characters I initially posed 3 days in advance of game (to give them more time to think it over, instead of day of game) but by and large players were not motivated to respond:
Two of them did end up answering prior to game and I gave xp for their effort. Plus I intend (hopefully) to provide an in-game response or benefit (as appropriate) later.
These questions are meant to help understand/personalize character and I am working to incorporate elements of their responses into game play moments or messages. The characters are known to the players now, so perhaps they no longer see the value (though this last question had much value for me).
The players who didn’t participate were tired, stressed or felt they could not think of a response “good enough.” This was interesting, as the question was positioned so that “good” would be subjective and there did not need to be worry of other player’s thoughts or expectation. It was all a secret for the player and I to know – and reveal at end of game later.
So why do I feel I stumbled? Feedback I received at the end of the game which I hope I took as gracefully as I wanted because it was good feedback and the only way I’ll get better. I listened, tried to understand the player’s view and made sure to thank them for the honesty (cause I also recognize that it can be an expression of trust when players do this). When I did speak to a point, I tried to do so as clarification and not excuse of behavior or action. I’ve been considering that feedback in context of this session and as a whole to the game so far.
A sum up of a point of A/N/N advice: If the characters are doing things normally in their wheelhouse don’t ask for die rolls and let them go unless you (or they) can see how they can screw it up. Keep the answers coming, but new questions too. I wanted to experiment (and told them at outset this session I would be stretching a bit) learn how far I could run/push an action scene. And it went…
Liz Lemon eloquence…
The players rolled very, very well and I let them have their successes, which made other obstacles not an issue though did present new ones. But I think they lost the feeling of tension with it as I gave more conditions to show obstacles but did I do it in a bad way? A “show in action” issue, on my part?
(After 3rd listen) Ok not pffft, exactly. Players stated they had a good time and fun was achieved. But one player voiced (the others agreed) frustration in not feeling like they had rolled enough. Even though they did roll and had many successes that session, there were decisions points they felt could have been rolled, but they did not and that I must have waived a lot. I could have made them roll a lot more but I think those rolls would have been extraneous. Still this has value and perception is a thing. I’m not trying to sound defensive nor do I feel that way. I just feel…I want to give a great experience for my players and get this right. So analyzing:
Boogie dice: self-rolling
So, I understand this likely indicates the player feels their character lacked agency/control, but in listening to the recording of that run it was interesting to note they all rolled quite a bit and not all were successes. They gained the condition Hunted and that remains a big issue for them…still, maybe in granting the Condition I haven’t “shown” enough that they are in danger and that things are not as well as they may appear? I can let them roll more even when their skills would allow their immediate success…but that seems tedious. I’ll have to balance it.
The player also remarked it could e issue with the scenario but honestly I think it’s a mix of their choices and of my choice to allow them to play two scenes in the same Act to allow more opportunity for information, drama build and suspense. I wonder if this would be the consensus of another group.
The statement reminded me of the line in the movie “The Matrix,” when Anderson explains they created a utopia for humanity, but humanity rejected it because it was too perfect. When we are players and particularly in games based on or with strong story-telling elements, we play for the Fiction, sure… but we also play for that chance to succeed or fail in the actions because we want to feel that we earned our success or we want to know we earned our failure and now must face it, resolve it or succumb. This is RP, right? As a player I realize this, I want this too….but I wasn’t thinking about that from that perspective avidly when I was trying to implement. I was thinking, let’s try to run this sucker more in line with the ink on the page and less off on my own! So I need to be more aware of this.
Same player also disliked not feeling ahead of the information and that they had achieved a big win. They want to understand the mystery, get information – and they have but feel a step behind. But to me (and per my understanding of source material) that is_ exactly_ where they should be and feel based on their moves and the information they have currently learned…even though they actually have a lot of pieces. And stuff does keep happening. Little do they know more answers are coming fast. Stuff that may complicate:
My obstacles/villains/other NPCs – I’ve tried not to make them static – they live, sleep, plot and act while my players do their moves. If players go to one location over another there are things that happen at that other location which may have some bearing based on their actions (or their actions may affect things). Or they may never hear about it.
I get they want to know and celebrate wins and victories. And they have had victories in terms of the information they get that helps them get closer to learning what is going on, getting through scenes without dying…but if they killed the bad guy in an ambiguous way and left without checking he is dead I don’t give up if he is really dead as meta info, nor do I give it immediately when it doesn’t synch up to their actions or timing afterward – though I do give it. It comes through as you play. i.e. during other scenes as npcs talk, in quiet moments, news flashes, research effort results etc.
[Edit] I also realize I am running a game that could be run a multitude of ways but often is run for speed and action - I’m doing action and taking speed down to give time for character development. So this could be in the way I’m implementing this step. But usually the players have enjoyed the slightly less than frenetic pace where rewards would be known much faster....
FUN first (that’s our point), so as a Facilitator of that Fun I recognize I could bend and give everything up front. But I’m not inclined to do that - at least not completely because part of the whole point is this mystery, the game - the characters are meant to chase – albeit to a point. “It’s the question that drives you.” The heart of this game is one big question that the characters are in pursuit. This is the catalyst of all things extraneous to character personal motivations that happens.
Other Self Observations:
Action language. I know this but this was one of my other stumbles and I think it’s because I was too in my head; complicated table, managing a group that has a lot of individual moves etc. I was not using the language of action when the scene turned that way. Action language is exciting. Quick. Short. Immediate. Descriptive. And I was still more into stealth and sneak language. I’ve done it before just a dropped moved this time.
My table was well received and the tools I used worked very well. A little more prep of phrases would be helpful before hand if possible - though I want to stay in the moment of the game.
I’m going to try to treat my next table a bit more loosely and see what happens….
Inspired by Icarus, who dared to fly too near the sun on wings of feathers and wax. If he was in love with the sun, then this might as well be a story of forbidden love.
I have vast, eclectic musical tastes, though lately I’ve been on an EDM kick and instead of my usual chill inclinations been listening to songs more upbeat.
Current song stuck in my head...reminds me of a few video games I’ve played in the past with infectious, fun melodies that just settles right in to your mind and adds to the mood. This song puts busy but fun pictures in my head. Not my usual tempo but a nice change of pace.
Enjoy! District6 makes other great songs worth checking out too!
…I’m learning to just do the things that support the narrative plus add to the (hopefully) positive experience for my players (or the atmosphere) to encourage and sustain their immersion…
Image credit: Bright Eyes by Eddy Shinjuku
More about image artist: This artist can be found on Deviant Art. Eddy is self-taught contemporary fan artist [Video Games and Semi-Realism Manga] based out of Malaysia and works to blend Eastern and Western style. Eddy has a lot of sci-fi and cyberpunk themed works and a_ tremendous_ amount of talent.
Current Game Conditions
Tabletop Group: ALPHA
Session #: 4
System and Game: Always/Never/Now (A/N/N) by Will Hindmarsh
Genre: Cyberpunk
Rate of Play: Bi-Weekly (Usually)
Medium: Infrno.net, Roll20.net & Skype
Current Status: Ready
GM’s Current Emotional Forecast: Ready to play and have more fun, try a few more things…
Session #4 -Done. And Session 5 is later this week! YUS!
This post was super delayed NOT because the last game went poorly (it went pretty great, actually) but because of a few points:
During last game I began to experience a horrid flu, and while it didn’t linger as long as it did for others (thanks yearly flu shot) the fatigue stuck around for weeks afterward. Awful. I advise everyone avoid that. At least I seemed to GM ok even though my head was swimming. We’re still in Act 2, Phase 3 and at this point, I can see the players get it; the mechanics, the world (overall), the mission they are trying to fulfill (as they understand it) and most important for the player’s immersion why each character is (currently) pursuing this ghost of their past.
My players had a bunch of life events which converged and caused us to go on hiatus for a month. A whole MONTH. I’m glad for them, ‘cause real life always wins over game life and the reasons for the break were all positive…but still a month? Oh the agony.
This last game went very well. I’m especially proud of an impact scene where characters (and players) finally saw and understood the stakes are rising and that pressure is building (for the characters).
So what did I do during my month to tide me over beyond play in the other occasional RPG games? These listed actions are in some way related to A/N/N (I did more than listed but…that’s not why you’re here reading this).
I read – I love to read it’s like breathing, music and laughter for me – part of being. Just finished the latest Mercy Thompson book and currently reading “The Welcome To Nightvale” novel.
I played a game - Beyond the card games or boardgames I like to play, I played video/PC/Mac game “Always Sometimes Monsters” I picked up at the last Steam sale and had been curious. I was in the mood to play something that wasn’t super action fighting but with more moral choices and consequences and intrigue…and well I enjoyed it. I especially appreciate that it tells you nothing about how to play it and expects you to figure stuff out – great fun and can be played casually. Highly recommended. Found a little inspiration there in terms of how the narrative allows you to uncover and connect your story to motivation, too.
I rested – Sometimes new perspectives are discovered when you step away from something for a time. This proved true as suddenly more options and angles to potentially explore in story and plot, improve the experiences for my players at the table and increase the fun occurred to me – and since fun is the point of our game, I set about making those happen too.
I reviewed - all my tables so far (tables = areas you play on Roll20 your tabletop game that remind you of a table in your kitchen or dining room only you place your maps or art over it). I noted with satisfaction that each table is (for me) better than the prior – I’m improving on content even if sizing the tables correctly may still elude me. Further, I’m learning to just do the things that support the narrative plus add to the (hopefully) positive experience for my players (or the atmosphere) to encourage and sustain their immersion.
I mentioned it before but that very first table l created in ecstatic joy until 4 am in the morning after I returned from the con where I was introduced to this game. Looking at at it with sleep and rest it definitely looks like it. It’s not the prettiest or the most sophisticated table but every time I look at it I’m filled with happiness because I see in the bad masking, the images and placement my enthusiasm and my enjoyment while making it and thinking of how I can bring things to life for players. I see my commitment to GM and fun. So I think for as long as I run this game on Roll20 for all the groups I’ll run, they will always start with this same table. This will also keep me humble as I grow and remind me of my path, where I started and my joy in discovering it – it’s my touchstone.
I plotted – that is confirmed I understood the plot as written and the plot developing in our play with the parts that are from the players and the parts from my imagination all merging. Very cool.
I listened - to the recordings of the games so far. One of the best parts of that was listening to how much the players have grown and developed these characters into their versions, more layered and complex then the write up or the great rp since session 1. Hearing their excitement and enthusiasm increase with each session. And the genuine laughter. That’s the best.
Our Emily is bright, lovely and witty but there is something_ more_ growing within her as the group seems to move closer to answers that have long eluded them. She’s just about at the point she needs make a choice about her new life and the old one. I’m curious to see what she does and how she feels in light of upcoming revelations.
Our Tank who has been the most shy, appears to be finding her voice and transforming with each session and interaction. Tank has so much happening under the surface. There is nuance that I enjoy in this player’s role-play that is wonderful to watch and supports this. It gives layers of meaning to Tank’s words or observations at times though I am unsure her fellow teammates have picked up on it.
Our Alex is funny, determined and focused on his goal. He’s in the search of a couple of mysteries since our second session that he’s been dedicated to find out while still maintaining he seeks to know not because of a connection to the man but other teammates. Our Alex lacks _any _faith in our spymaster’s vision. I’m curious how or if that changes as events move forward.
Our Utseo is so far the most unchanged from where we met him and remains perfectly fine with his hedonist tendencies while his desire for answers and the stakes grow. That’s not to say the character hasn’t grown or been affected by instances or events, quite the opposite, but I’m very curious to see what if anything in future events might inspire a shift within his hedonistic tendencies and explore more of his potential.
I am definitely a new GM. What I mean is that we all immerse, make quips and laugh but I still stumble on movements at times or a transition and I feel like I should watch out that I don’t do too much quipping too often during game (but it’s so hard they are SO fun). I keep repeating and beating myself up about not giving the quality of descriptive atmosphere and moments I want to provide my players…but listening to a few scenes over again from the beginning and how I’ve incorporated source information with my own descriptions and scenes I realize…I don’t think I’m actually as bad as I’ve felt. I’m not as good as I want and believe I’m capable, but I’m not totally sucking. And one thing I work hard to maintain which I am proud to achieve overall is that if you’re sitting at my table you and all around it agree, support and understand EVERYONE gets a chance to shine during the session.
Other observations:
This is sort of a funny point to me as I worried I wouldn’t have enough story to move us past 4 sessions and now I can see how we can go on for a while. But by and large we’re moving forward and I’m letting their choices and consequences set the pace.
“I fell totally head over heels in love with this gaming group’s characters last night…”
Image credit: Inca’s Apartment by Tsabo6 aka Alexander Nanitchkov
More about the artist: Alexander can be found @ Deviant Art and artofinca.com. I found this someplace without a credit and then luckily stumbled on it with further review - the artist deserves all credit. Alexander has a lot of impressive works and is a big Star Citizen fan - check him out!
Current Game Conditions
Tabletop Group: ALPHA
Session #: 3
System and Game: Always/Never/Now (A/N/N) by Will Hindmarsh
Genre: Cyberpunk
Rate of Play: Bi-Weekly
Medium: Infrno.net, Roll20.net & Skype
Current Status: Story front and center, examining more ways to enhance the story for my players….
GM’s Current Emotional Forecast: Twitterpated…
Session # 3 -Done.
I fell totally head over heels in love with this gaming group’s characters last night. Seriously, I told them. I think they took it well. Is that a weird thing? Yeah, looking at that sentence…that’s weird, but let me explain.
First of all, I was (in spite of not feeling it prior to our start) super ready give or take a few in the moment moves. Because of the way our last game ended, I had quadruple the work ahead of me to prepare for this one and boy, was that a challenge to balance between my significant other, family, work, social obligations, health time (hello gym!) and mandatory self imposed_ time to myself_. Included in my prep was charting my paths (which shifts with my player’s moves) and how to flow my arcs and/or signals for elements of the story I introduce. I also spent some time thinking about the current tone of the game (it shifts :D) and how best to _show world _shifts – without relying on talky data dumps.
In that vein, I thought a lot about consequences, not the immediate ones, but over time as the characters’ actions collective choices, actions and/or inactions make larger and larger impressions. I also took more time to get myself really clear about my villains; I have their motivations and weaknesses but I also have a much better handle on what they are doing when the PCs aren’t directly engaging with them and how their actions are at points informed by my PC’s choices and consequences. That coolly evolved NPC that moved into a bigger role last session; I worked that one out too, which was a very good thing because at a certain point one PC wanted to follow up on that NPC. When the situation revealed it would be exceedingly difficult for the PC to do, there was no GM bias of control or denying something the player wanted for the sake of the story going one way or another; but based on that NPCs current situation, actions and preparations. I already knew as a GM it would be exceedingly difficult for that to happen at that particular point in time and why.
We started with housekeeping, then reviewed an RP request for information they graciously and beautifully shared before we dropped into the session proper. There were consequences amongst the PCs regarding how things occurred at the last session and it all reached a head. The players immersed. The characters each in their own way broke down or had perhaps unbeknownst or recognized by the others breakthroughs, of sorts. The team very organically fell apart and almost all of them scattered at one point. I could have panicked and for a minute or so inside, I think I did. But then I acknowledged or did three things.
I remembered what I like about this sort of tension when I am playing and it happens in a comfortable way at the table. To explore within these conditions when they occur and how these moments can drive the characters or affect relationships. This situation does not necessarily always end up with a bunch of characters behaving at their utter worst.
VERY important: I realized that_ the players_ were enjoying this moment of friction; no one was uncomfortable or seemed to take it personally.
MOST important I trusted my players and gave them the room to explore how their characters would work this out. We established at the start of the campaign the tone and how we all play together and again, since everyone was comfortable there was no personal bleed happening over character interactions. So I watched them go.
And I’m SO glad I did. Because that was when all of the RP and history the characters have created so far really came together and they found their own resolutions. I watched them become their own team – not perfect and not held together just by circumstance but ultimately each character’s desire and willingness to work with the others toward their goal. It was organic, funny, touching, dramatic, painful at points and awesome to just witness. What’s more, I saw the difference in how the characters worked together right away and when the “villain” of the session appeared, they were united in how they decided to handle it. I got to witness the birth (or rebirth, if you consider they were a team together years ago) of a very cool team. I fell hard.
I am in awe of the RP and nuance given to the characters by this set of players in their moments. They are fun, engaged and continue to inspire me to do better, be a better GM and rise to the awesome RP they deliver. It is possible I am biased…but honestly… they just rock.
Things to work on or I discovered:
I know this is likely part of my lack of experience of thinking and speaking and thinking ahead in a GM space all at once. I don’t think I suck, I just know that I’m capable of better. Much better.
I can take my time and take more at moments - my players give me the space. I don’t have to race and worry I’m taking too much time from them, I just have to keep time with the pace of the game. I don’t want to overshadow my PCs, but I can take a little more time to give them a better atmosphere, descriptor or mood.
I also need a mouse that does not fall asleep if you wait 3 minutes and don’t move it.
Image credit: Mecha Drip by hybridgothica aka Tansie Stephens
More about the artist: Tansie can be found @ Deviant Art & Tumblr. Her works are amazing!
Current Game Conditions
Tabletop Group: ALPHA
Session #: 2
System and Game: Always/Never/Now (A/N/N) by Will Hindmarsh
Genre: Cyberpunk
Rate of Play: Bi-Weekly
Medium: Infrno.net, Roll20.net & Skype
Current Status: Prepping next leg of journey, working out better tracking method for XP, prepping those tables…
GM’s Current Emotional Forecast: Surprised…
Session #2: Done!
I was well rested for this one! I felt mostly prepared (I slipped on a few minor points of prep for myself and my music was more random than planned though it worked. This was due to work demands and other life obligations that took energy and focus). But I was prepared overall, learned some new things about my developing style and OMG this session was so, SO much fun!
I decided during the break in sessions since my Alpha’s A/N/N group is unanimously interested in immersion, I want to encourage them to further develop their pre-generated character into ‘their’ version by providing some time for this group to just bond. I also wanted tangible history they could reference with each other which would also reveal who they are – or perhaps were 11 years ago. So early on the day of the actual game, I gave them a message and asked they come prepared to share a brief (2-3 min tops) memory about their character’s favorite run or event back in the day which involved the other Player Characters (PCs). At the game, they shared their stories at the start, before we got into the game proper. Each PC told their memory of an event and what he/she recalled about it with observations about cause, results or actions of the others. Then I would ask the other PCs if they agreed with the recollection of events as shared or if they remembered any aspects differently. They would all share their version of that memory or their PC’s recollection which would often result in some great rp banter, insightful sharing, additions, assertions and a heck of lot of laughter.
Turns out this was a GREAT move. First of all, the stories were hi-lar-i-ous. Or action packed. Or revealing. It gave insight into the PCs and how they see they perceive themselves (or want to) and each other - and I could hear the players personalizing them. It set a great mood for the PCs and I noticed their energy turned upbeat (we play after work on a weeknight so sometimes people are a little worn out at the start). I noted through the role-play of this session, they began to refer back to something in those shared histories as a joke or illustration of a point between them. Compared to the first game, which went very well, I noticed players moved deeper into immersion, much faster and sustained it for a longer period of time. It was the right call for_ this_ group of players.
I don’t want to spoil the game for any would be players that stumble here, but for growing GMs like myself or those who are planning to run this and following along, we’re at Act 1, Part 2. They had an option to…take a direct action path or a more stealthy intrigue option and they chose the latter. It was SO fun. Giving atmosphere to the location with interactions, watching how and why they made certain choices. We had our first Flashback when a character entered a moment of choice similar to the one triggered - it was really cool. My players elected to let me call for Flashbacks when scenes would naturally trip them. So I’m using them a bit like love letters as per indie Powered By the Apocalypse (PBtA) games in execution, but it worked really well for the narrative and the players_ loved it. _Which is the key.
Pleasure….for Our Memories
After session, I asked the players what they especially enjoy about how the game is running currently, so I can try to determine my strengths. A couple of the responses I received:
“I like the immersion you’re going for, the pictures [on the tabletop] are amazing. And I like the amount of time you allow us to RP things out.” This is based on resisting my thought at moments to interject or move scenes along by listening to the players when they told me the game experience they wanted: they want to immerse and enjoy the little moments. This doesn’t mean there isn’t action or conflict or they don’t want those too, but I might cut a little of my action time to allow them a little more time to explore something. The pictures are just a lot of luck, I think. There are some AMAZING artists out there. I hope to feature them with further posts.
“I like how you fleshed the characters out. They don’t seem like they’re made out of cardboard.” This is probably 50% me and 50% due to prewritten characters provided by the scenario…but 50% is most definitely me, which makes me very, very happy. An example happened when a chance encounter with a couple of NPCs I originally included to add atmosphere and give some firm clues of the type of situation PCs were dealing with turned into some really great moments of role-play between two of the PCs. In addition, by reintroducing 1 of those NPCs later as part of a consequence of an almost failed role in a semi-innocent but-open-to-interpretation-way, one of the PCs latched onto that NPC and I had to work out more story off the top of my head real quick as we role-played while still keeping us moving toward the goal. The result was that new NPC has emerged into someone meaningful for this campaign and is likely going to be important in some way to all the PCs in their near future. As the play evolved, I was able to use this NPC as a nudge, to gently provide some “oil” for the movement and choices of the characters to keep them intrigued and moving. It was so AWESOME.
The situation forced me to respond with unexpected, off-the-cuff, think on my feet responses as an NPC blossomed. Since this addressed one of my fears, one of the abilities I was worried I could not do – it was relief to know I can think faster and multitask better than I hoped while still guiding the game deeper into the story. I didn’t have all the angles worked out – but I didn’t need them and it was better to leave a few loose so I can be flexible about how they all develop. SO many potential ways this character could be of use to add to the story, fun and experience. I think based on my limited experience so far, if you are running a planned game like this and not off the top of your head, it’s good to comfortably know your arc. The overall story start and finish points and what the major points of Intel and action for each session so at the least the NPCs can help drive.
Something that really struck me in this session regarding GMing was exactly how much players will lead you by their responses as to what they want for their characters and experience; what they respond to and don’t, what they show you they want or enjoy by their choices and rp styles. How much their ideas sound cooler than yours or build on your idea to make it something even more grand. Going with my instincts when I have the thought – I want to see that or that sounds really fun for everyone has so far been very rewarding.
Another point for this session, after shuffling papers constantly last session I created a better cheat sheet for myself so I could more easily reference specifics for this scenario and have it all right in front of me. I reviewed the basic outline of what was to happen without a firm choice of what would occur if they made different choices, just the effect of the milestones reached and how they might go about getting it done. Had all my action info, major NPCs ideas of other interactions etc. And then we started as planned but quickly went off the path. They moved in different directions and I moved with them, but found ways to fold their actions back into the main story without them feeling railroaded. We had great RP and new avenues opened. I didn’t need to break immersion to guide the story where it needed to flow. And for all that prep, I referred to the sheet very little - though it was reassuring to have a reference organized and near (my GM “blankie”, I guess!). I’m very happy about this. Yet another thing I was not sure I was capable. Even if I can’t do it perfectly every session, at least I know that I can.
Thematically, for this session as it was conducive to the rp, scenarios and stories unfolding, each of the PCs had an experience that offered a taste of romance or promise of sex to see where love or romance figures for them. Someone was either appreciating, offering, using it to entice or expressing a genuine attraction or feeling of connection. It was interesting to see how each PC responded in this case; hedonistically (Utseo), calculated (Emily), shy (Tank) and intrigued (Alex). I don’t know that the players caught the overview.
Sex in gaming can be weird, if not handled appropriate for the table. For this table, I think we kept it sensual and with innuendo without going into exhaustive detail. It’s a balance to gauge (if you don’t ask) attitudes at the table, the maturity of the players, how much separation between player and character is present (which is important) and to remain respectful to the player’s comfort. Keeping communication open so someone can express if there is or becomes an issue. For this scenario, the story was the focus, the sex/romance an aspect - a spice - added to flavor exploration. It worked very well and it was another idea that evolved, based on how the players responded and role-played.
We didn’t end the session where I wanted, but at a stopping point fitting for the players and the hour. So I literally have quadruple the prep work potentially, but even now I can see and figure out where I have the freedom to curb it, if I choose, without shortchanging the experience for my players. The fact I can flow with this is very encouraging.
Things for me to work on or I discovered:
Everyone has been pretty loose about tracking their XP (which I take as a compliment, that the way I’m flowing Will’s cool story is so compelling they don’t care) but they are starting to look at it as the challenges steadily increase. So short of another handout, I’m looking for a way within Roll20 to keep track. I think I am on to something. I’m also going to present a “catch up” kick of XP so everyone levels up a bit for the beginning of this next set of sessions.
I can be more descriptive and I don’t want to take more time away from the PCs than is needed. Balancing my action and my atmosphere I’m doing ok…but I know I can do better.
Music is so awesome for atmosphere. I love music.
We ended on time this time (YAY) and I gauged about 20 min prior the path I should steer them toward to get them at a reasonable stopping place. I may have provided a little heavier steering than_ I _wanted - but they did not complain. Even when we finished and after a quick check for schedule availability they all lingered, some really tired but genuinely lingered to talk about how much fun they had or highlights they enjoyed.
Bonus: This week other friends who are RPGers have started to give me a good natured hard time because apparently my Alpha group are talking about what a great time they are having - though not giving any details. I am SO flattered by this. It means so far, so good. I’m also going to remember to stick to my guns and go at my pace. There are some RPGers who (as a fellow player at table) I have noted have specific wants for their experience that may be challenging to balance in my GM role without a little more GMing experience to know how to go about it smoothly. I want a few more sessions of GMing, before I bring the game to them as I really want them to have a_ great _time and for me to be able to focus on the narrative and guiding, offer clues and nudges without all this technical stuff I’m still working out as I go.
“...As long as we have fun, no one falls asleep, leaves hating cyberpunk/fantasy or feels need to find excuse to avoid further play, I feel I will have run a successful game. I hope...”
Image credit: Neon Tokyo by Narandel @ Deviant Art
Current Game Conditions
Tabletop Group: ALPHA
Session #: 1
System and Game: Always/Never/Now (A/N/N) by Will Hindmarsh
Genre: Cyberpunk
Rate of Play: Bi-Weekly
Medium: Infrno.net, Roll20.net & Skype
Current Status: Scheduling dates for next session, prepping the next leg of this journey
GM’s Current Emotional Forecast: Cautiously optimistic…
Before:
In less than 24 hours this game is on. We play the evening of 1/20/16. My Roll20 table is ready. I’m still tweaking a couple rules for our virtual table play to be more conducive to longer term campaign by:
- Adjusting the points to increase xp and the amount of xp received for some actions
- Will pose to confirm what mechanisms they want to be in charge or want me to guide
- Will ask everyone to submit one background to be a scene for Recovery. Would like to see sanctuaries for all characters.
I’ve decided to pose the question of how to keep track of stunt dice to the table to tell me how they want to stay on top of it. I’ve got amended references for the players, “dumb” questions to ask them since I’ve not played with a couple of them in a minute (where do you find your fun? What if anything is a taboo situation or topic?). I have my references for the big arc and a sheet to write ideas that I will grow after their input for smaller arcs that can feed into the larger. I have music and a couple of tricks up my sleeve. And my mantra is to ask questions, stay open and learn. Make fun.
Logistics prep-wise, I’m pretty ready. I’m sure there is something I forgot…but it’s ok. So far the hardest part of this logistics wise is scheduling.
Inside? It seems silly that I should feel nerves - but I do. I’m not nervous about being at the table - I feel prepared. I’m a little concerned about thinking on my feet as quick as I want to, but I just need to breathe, think and move forward with commitment to the action. No, most of my nerves are about this part of the time, the 24-48 hours before and the anticipating. Everything could go great or suck though most likely I’ll hit something in the middle.
How, I’ve roughly outlined the flow of our first session (4 hours scheduled):
Intros and Hellos; check rp inspiration and play/dumb questions
Discussion of rules of play, house rule variants
Offer choice of how to track stunt dice (tokens vs tracker)
Character selections, review of characters
BREAK
First gameplay session!
End session with choice of action for session 2
Fun is the goal. As long as we have fun, no one falls asleep, leaves hating cyberpunk/fantasy or feels need to find excuse to avoid further play, I feel I will have run a successful game. I hope.
After:
I’m going to try not to post any major spoilers in these posts. But I may generally reference points as needed.
Overall, it went pretty well. The flow of session outline I made came in handy to keep us mostly on time (we ran over by 15 min) but everyone stayed awake, wants to play next session and at least one of them is now super into cyberpunk (convert). They had fun. So…my success conditions were met! Plus bonus they have a handle on the world, mechanics and plot.
I’m…a GM. No qualifiers to what kind or level of GMtude. I’m too new to know if I’m a good GM or a bad one. But as of 1/20/16 - I am one. I’m still a bit shocked to say it. For this game, I refer to myself as “Facilitator” to remind myself I’m primarily guiding this story along. My players are telling it. But for ease of typing I’m using GM here.
WITNESS ME PLAYERS!
The players. My Alpha group of players. I feel SO lucky these particular four people made time to play with me for my first time out. I could not ask for more patient, supportive, considerate, witty, funny, creative smart asses. I know they are honest about their experience, communicative about what they experience - good or bad. All of their feedback has been positive so far.
The structure changed only slightly:
Intros went on a while; we play week night after work and sometimes people need to blow steam to shift their state.
All want an immersive experience; prefer we avoid graphic acts against children or keep descriptions muted. (I have no issue in avoiding this)
I assumed no one read anything :) but went over highlights of key knowledge and I created prior to game color annotated reference materials to fill in knowledge blanks.
We adjusted the amount of XP to upgrade and rate to earn in order to be more conducive to a long term session.
Tokens, preferred. I’ll mark them on Roll20 so it will be even easier to keep track of who has given what token to whom.
VERY important. Especially as we go to set up shifts, spans and limits through our play.
Also sets up if circumstances happen that may break the known world rules to understand significance.
SQUEEEEEEE!
I felt a little shocked (time went fast!) and tired but also satisfied.
One player was so amped we stayed up talking an extra hour and half. She didn’t get to bed until after 3 a.m. her time. She loved it!
Things that shifted in the presence of reality:
Also some of the players I’ve played with around a table or as they GM. But wow, GM brain, that is running people and directing the story is a multitasking brain for certain - I found myself perceiving in a different way entirely from my RP thoughts which can be proactive though largely reactive to stimulus. Not negative at all, just a different way of expressing. It’s trippy.
This was good, awkward at first I think to pretend to have connection when the player is still figuring out the character but once the atmosphere set they started to sink into RP and responded…ultimately they opted to contact each other, meet up in an old safe house and track the signal. By the time we were in position to reveal where the first bit of action takes place, I could see the connections starting to solidify. I feel like this was a good call for intro for this group. Other groups may be different.
Wasn’t sure if the rolls would all be successes one after another but it being opposite made it even better.
Self Discoveries:
- I rolled with punches ok.
- I need to remember, I know the fiction better than they do. This is an advantage.
- When we were running over time I saw it, acknowledged and asked if they were willing to stay a few minutes over and to let me direct the wrap of an action scene to lead them to other needed scene so they had a little more time for a choice (which action path to pursue for next session). They agreed and I feel I did a good job, without overstepping on their toes.
- When I can, I want to leave them on the edge of a mystery for each session.
- I want to make sure there is one moment every session every character gets to shine
- Silences are ok. I want less of them overall, but for first session as I was also making updates that was ok - they were patient.
I’ll post again if I come to any more insights (there is a lot in my head, but I don’t know where to start!) I feel good. Happy. I’m confident I’m capable of this. Now, I just have to discover how good an experience I may provide.
Tip: I recorded with permission of players this session, so that a couple days later with sleep and time to spare I could listen to the session and enjoy it, see what I missed, learn and improve. My music and any sound effects don’t get recorded though.
...So I’ve discovered that three of my four players don’t really know what cyberpunk is or means save “sci-fi” (“The Matrix, right?”). This game and me are their gateway to this awesome concept and genre. That’s…a thing. To formally introduce someone to a new concept. I’m humbled that I’m in this position to show them, so I want to do them and cyberpunk concept justice.
I’m going to try to not screw this up while being CPAF about it...
Film Credit: “True Skin" written and directed by Stephan Zlotescu
Current Game Conditions
Tabletop Group: ALPHA
Session #: 0
System and Game: Always/Never/Now (A/N/N) by Will Hindmarsh
Genre: Cyberpunk
Rate of Play: Bi-Weekly
Medium: Infrno.net, Roll20.net & Skype
Current Status: Scheduling dates, educating the group
GM’s Current Emotional Forecast: Calm
Learning Cyberpunk for the First Time
My personal introduction to Cyberpunk...I believe started in the form of the movie Blade Runner (my dad had to see it and since he was cultivating my love of fantasy and sci-fi we went together). I was too young to entirely understand all that was happening, let alone pick up on the themes presented, though the diverse beauty and style set amid dark future Los Angeles captured my attention. The music was haunting: the opening titles and scene coupled with Vangelis’ score were and remain quite iconic (many filmmakers have used and continue to use or find inspiration from this).
As perspective, Tron came out less than a month after Blade Runner and I was more of an age to parse that: I loved it, that the story began at an arcade and that like Blade Runner it presented stylish images I had never seen before. The neon suits, the light cycles and the vibrant battlefields of the digital denizens. To my young mind it was hard to tell that they weren’t human when they behaved with such very humanistic traits. Didn’t they deserve to “live” too? It is because of these concepts striking me at that age, I tend to see Tron as a scaled cyberpunk story for a younger set, with the themes and concepts introduced in a way a younger person can understand.
When I watched Blade Runner again years later (a little older, more focused) I started to fall in love with it all. I was able to pick up on themes that were and continue to be of great interest. What it means to be human and to show that humanity. Can an android have a soul? Is it how we think and act that make us human or the body we inhabit? How much does memory comprise who we are - or think we are? How many shades of morality are there? Recognize the siren call and cautionary tale inherent in technology and advancements. The beautiful and relentless persistence of time and how we spend it. The desire for more life: to have, to squander to enjoy.
That was enough for me to fall hard. Intrigued, I went on to read the story that inspired the movie which was how I “met” Philip K. Dick and enjoyed his works, including ”The Minority Report,” (adapted into movie, same name) “We Can Remember It for You Wholesale,” (Adapted into two Total Recall movies 1990 and 2012 versions) or “A Scanner Darkly,” (adapted into movie, same name). Once I devoured those and under suggestions from others, I moved on to William Gibson‘s Neuromancer then Neal Stephenson‘s Snow Crash, then read even more from there.
My players live all over, so I can’t just have them to my home for a day of Cyberpunk 101 immersion. Nor can I ensure amid their life/work schedules that they have time to go through reading materials. My players need a basic foundation to build upon so what follows is what I’ve cobbled together as a basic genre introduction.
Casual Education for the New #1: Cyberpunk Definition
I looked for a resource that could explain (far more eloquently than I) the nature of Cyberpunk. While there are quite a few sites that offer views I found for a “simple” explanation offering further detail I liked this post at Neon Dystopia:
What is Cyberpunk?
Trying to define Cyberpunk is a difficult task. In short, however, Cyberpunk refers to both a culture and a genre.
Cyberpunk is a sub-genre of science fiction that features advanced science and technology in an urban, dystopian future. On one side you have powerful mega-corporations and private security forces, and on the other you have the dark and gritty underworld of illegal trade, gangs, drugs, and vice. In between all of this is politics, corruption, and social upheaval.
“High tech. Low life.”
Cyberpunk is also a culture with attitude and a distinct style. Anti-authoritarian, brand-averse, tech-literate; these are just some of the qualities you may find in a cyberpunk.
- Neon Dystopia
Casual Education for the New #2: Cyberpunk Movies
I explained to the crew they’ve probably seen movies that embrace the cyberpunk attitude or genre but just didn’t realize (yes, Matrix counts). If they don’t have time to read a book or short stories, here are a few a movies to start and get in the mood:
“Strange Days” (Excellent)
“Ghost In The Shell (classic)” (Anime, Excellent - Recently reimagined for 2015)
“BladeRunner” (Solidly cyberpunk and visually sumptuous - Excellent)
“Johnny Mnemonic” (Though I think the short story may be better if you don’t like “B" movies)
“New Rose Hotel” (Excellent - Asia Argento, Christopher Walken, Willem Dafoe, Yoshitaka Amano, Annabella Sciorra.. did you see it has Walken?!)
“Aeon Flux the MTV Liquid Television Shorts” (Not the movie) - Very cyberpunk...and still a bit twisted.
“Bubblegum Crisis” (anime, I’m more a fan of the original...than the 2040 retelling)
“Appleseed” (anime, cyberpunk)
“Transcendence” (Johnny Depp stars) Themes that often come up in cyberpunk and the tech angle as well as philosophical questions.
Not strictly cyberpunk but features elements that relate:
“Push” (OK yes…technically, this is NOT cyberpunk (sci-fi thriller) and is definitely considered a “b” movie. But I will argue the story and the way the characters relate to each other has the flavor of cyberpunk at least tabletop cyberpunk …plus it’s a fun movie. Here hacking is done with your mind, instead of using cyber enhancements or tools.)
“Dredd” (on Netflix streaming?) Not the movie “Judge Dredd” There is some argument if this is cyberpunk but I’d say there is an attitude and a tech vibe that reflects the genre. “B”/“C” movie.
“Battle Angel Alita” (anime/OVA (but think there was a live action from Japan?). Also an excellent graphic novel, which has more aligned elements)
Casual Education for the New: #3 Cyberpunk Short Film: “True Skin"
written and directed by Stephan Zlotescu
WINNER! The movie at the top of this post is only a little over 6 minutes and showcases main themes of Cyberpunk genre very solidly and well. The images, music, story, mood, culture, lingo and style. Even the manner the story is told feels like a character from a tabletop adventure pausing to let you in on what is going on…
You know, I really hope Stephan gets funding and is still inspired to finish the full film. I really would like to know what happens next. Great inspiration. It looks like it was picked up in 2013 by Warner Bros. Hopefully it’s still in production....
I hope all of this makes for a solid introduction for my players to get the gist of the genre and a taste of certain common tropes and elements. Mostly I hope it’s exciting to them and seems fun. Time will tell.
So, after YEARS of playing (don’t ask how many, a lot) I’m trying my hand at Game Master (GM). I intend to GM a game multiple times over this year for separate sets of great friends whom I have either played with or have GM’d for me and inspired my rp.
The Challenges
As a Role Player (RPer) I’m always striving to improve, yet I am confident in my skills at the table with other Rpers. At minimum I’m a decent RPer, at my best I can be very good. I love to immerse and the more comfortable I am with my GM and players the deeper I allow for my immersion (as appropriate to the game itself). As a player, I want to explore the story, challenges and other characters as well as my own but also add to the story. Add to the fun. That’s how I approach my rp in a nutshell.
As a newbie GM? I am terrified. And exhilarated. I am unsure of my creativity or ability to shape a narrative in this way. I worry I will suck. Players who are friends will have lent a few hours of their time and good wishes to discover I am really bad at this and they have an awful, crappy time losing hours they don’t get back! I worry my plots will be mediocre at best and uninspired at worst. That I’ll muddle the hints and clues or make it so hard to know what is happening players are mad or don’t care. That my NPCs will be indistinguishable. I worry players will become uninterested or bored. I worry I just don’t have this knack or am incapable of GMing at all and I’m fooling myself.
Heh. It’s kind of cathartic to put all my fear out in this way. So how do I move past this? Perspective.
It may be that GMing is not a knack for me, but at least I will have tried, worked on it and it will be something new I’ve never tried before. I’m going to keep my mantra of having and making fun as part of my approach, asking how something is fun or necessary as I plan events; I will ask myself and my players where they look to find their fun. Hopefully, this will help with some of my concerns or insecurities. I am going to prepare for my sessions, but I know that players make unexpected moves or choices so I want to keep fluid and let them explore, yet also steer them back on the path when relevant. I know I won’t be perfect; all GMs have strengths and areas they are not so good and I accept that I am going to make mistakes. The knack I suspect is to play to my strengths. I just don’t know what any of mine are…yet.
Why Am I Ready to Try GMing?
Beyond finding game inspiration through inspirational GMs, I’ve found a game…
A) I want to see played multiple times by different groups. It provides a campaign prewritten but flexible if I want to add elements of my own.
- I want to run the campaign a few times with the idea that I will improve and the whole experience will improve for players each time. Each session should get better until I‘ve found my style and pace. Having the prewritten campaign takes some of the creative pressure off while I discover my GM voice and skill set. Even so, I like that this game will allow me to add my own flavor as I go, if I choose.
B) Is in a genre I adore.
- I love many genres, but futuristic is always a win for me. This particular game is cyberpunk.
C) Adaptable to the type of play my gaming groups may want.
- I was introduced to this game at a con where I was a player with three others and I LOVED IT. The game in its entirety was run for 8 hours, but both the GM and the materials I purchased later for the system confirmed it can also be run as a campaign. So I intend to run this as a 6 - 8 week campaign (length dependent on group RPG choices). I also know that some groups I will run will eat scenery for days and poke through every hint presented; others will chew politely but want to get to the action and barrel through. This system and the story are flexible to allow for both styles.
D) Offers mechanics that are easy to pick up and should enhance but not get in the way of play, nor should make anyone feel the need to overly focus on mechanical rules.
-This is probably my personal bias showing, but I am that player that cares less for strict super complicated mechanics than the story and how we use our creativity to meet challenges and get out of scrapes (though I do want mechanics, it’s needed). To me, dice rolling is the random factor, the fate determination of who wins a current challenge. I just hate getting overly bogged in rolls or dislike when players become overly distracted by the rules over the game. The Spice Must Flow and the Game Must Go!
The Set-Up
I have at least 5 different sets of groups I would like to run through this campaign this year. I am currently starting with my first group, ALPHA. So once we schedule (scheduling is rough - thank you Doodle for the help!), over the next couple months I will periodically post how ALPHA’s games go, my thoughts as a new GM, what happens and what I learn.
Hopefully NONE of the folks I hope to take through this game will see this blog or if they do not until waaaay after their group has played. To help with that, I am going to try to avoid speaking super specifically about certain game details in the unlikely event someone in my group or in future group stumbles over this blog (I want to maintain some elements of surprise).
But for once, the good news for me is NO ONE is reading this blog (I assume) unless I invited you and even then given I am wordy…no one is reading this blog! Words for the win! :D
Current Conditions (future game session update posts will start with this info, briefed)
Group ALPHA: (JK, C, S & JS)
System and Game: Always/Never/Now (A/N/N) by Will Hindmarsh.
He successfully Kickstarted this game which was inspired by his own beloved gaming group and their characters. If you become inspired to run this, head to DriveThuRPG. It is downloadable for free or Pay What You Want. Frankly, after all the work and fun he’s created, I strongly advocate he really should receive some form of financial thank you as much as any verbal or written, whenever possible. :) Little things add up.
Genre: Cyberpunk
Rate of Play: Bi-Weekly
Medium: Infrno.net, Roll20.net & Skype
Infrno.net is one of THE most welcoming international RPG communities online. It is free to join, though if you pay monthly you get increased benefits and the satisfaction of supporting the dedicated person who keeps it all running out of his pocket and personal time. The community is strong on the indie games support and also traditional/commercial games have players and audience too. Infrno.net hosts their own virtual game table that is very fun and easy to learn. It was buggy for a time, but is now working well. During that buggy time some players discovered or explored….
Roll20.net - Offers more detailed/customizable virtual game table with lots of bells, whistles including dynamic sheets, lighting effects, music/sound effect options, tokens and more. Free to play and you can do much free but if you pay monthly or yearly, you get more even more options and flexibility. They offer a very large and strong international community that also enjoys a wide variety of games commercial and indie. There is a learning curve to understand how to work the table but if this is more your speed its worth the time and practice plus the staff and site offer videos and wikis to help.
Skype - How we all communicate from great distances. Usually a reliable medium though occasionally it gets wonky (especially right after updates wait a week or two if you can). It’s free and as with others places if you want to pay for premium services you can and get more out of it. But free for these purposes works just fine.
Current Status: Scheduling dates, prepping, and readying for first session.
GM’s Current Emotional Forecast: Joy, with spikes of terror (aka, a good creative place)