Showing posts with label Vampire. Show all posts
Showing posts with label Vampire. Show all posts

31 March 2018

PinkFae Archive #11: Roleplaying: An Adventure in Imagination

As I work on reposting the articles that I wrote for PinkFae, we come to entry number 11. This post was originally published on 13 March 2016. Enjoy!

A hand hovers over the table, where several dice have just been rolled. The dice are of different varieties, including d4, d6, d8, and d10.

I have talked at some length about board games, and a little about one specific roleplaying game, but I haven't yet talked in general about my favourite kind of games: roleplaying games. It's not surprising that I enjoy RPGs; as I've mentioned here before, I am a storyteller player type, which means that I most enjoy games that follow Freytag's pyramid, especially if they involve character growth and the development of interpersonal relationships. Given the right gaming group, roleplaying games are the best vehicle for telling stories as a game that you can hope to find. So I'm going to talk today about this wonderful type of game.

24 June 2017

My Personal History of Roleplaying Games

I spent some time chatting with a friend recently. In the course of the conversation, I ended up describing to her how I got into gaming, and which games I've played, in rough order from earliest to most recent.

It occurs to me that this may be of interest to others, if only in part because my path into gaming was so very different from that of most other gamers. So I think I will describe it to you, my faithful readers.

It's all my father's fault, really. When I was a teenager (15 or 16, as I recall), my father brought home a number of Marvel comic books. He was an executive in the regional offices for Hardee's, the fast food restaurant, before it was purchased by Carl's Jr. At the time, Hardee's was considering doing a merchandising promo with some Marvel characters, and so he brought home a handful of issues of various titles for research. There was an Iron Man, a couple of different Spider-Man titles, an Incredible Hulk, and so forth. But the two that caught my attention were the Uncanny X-Men #258 and Wolverine #23.

09 July 2016

An Overview of the Original World of Darkness (Part 3)

(continued from part 2)

Other games in the original World of Darkness

I never played any of the games that came after Changeling. The first, Hunter: The Reckoning, went against everything I loved about the first five games. Mummy: The Resurrection was a reworking of an earlier supplement, and I felt that it ruined everything that was wonderful about the original version. Demon: The Fallen brought into the World of Darkness a religious aspect that had been absent from previous games, and I was very disappointed by that fact, so I never looked into it. And although I owned a copy of Kindred of the East, I never got to play it. In fact, I never got to read it, primarily because I knew I wasn't likely to get to play it.

They did also release historical versions of most of the original five. It began in 1996 with the release of Vampire: The Dark Ages. It was essentially the same as the original Vampire: The Masquerade, but it was set in 1197 CE. The primary vampiric sects (the Camarilla and the Sabbat) had not been created yet, and there were some other differences reflecting the state of the vampires at that time. The following year saw the release of Werewolf: The Wild West. As with Dark Ages, it reflected the state of the Garou in the late 1800s. The next year, they released Mage: The Sorcerer's Crusade. It had more changes than the other historical versions, as the mages had changed far more in their history than the vampires or werewolves. But it still reflected the state of the mages in the year 1466 CE. The year after that, they released Wraith: The Great War. This game reflected the status of the dead in the wake of World War I. It was the first of the historical games that was not a stand-alone game. It did not include all the rules needed to play; new players would have to already know the rules if they didn't want to buy another core rulebook in the World of Darkness line.

19 June 2016

An Overview of the Original World of Darkness (part 1)

In 1991, Mark Rein•Hagen's game Vampire: The Masquerade was released. This game took the roleplaying community by storm, and soon was one of the most prominent RPGs in the hobby. It was the first of five games planned by Rein•hagen, who intended to release a game about werewolves next, followed by one about wizards, one about faeries, and one about ghosts.

The order and specifics changed a bit; the game about wizards came to be known as Mage: The Ascension, the one about ghosts was named Wraith: The Oblivion and was moved up to be released before the one about faeries, and that final one came to be known as Changeling: The Dreaming. But all five of those games were released:
  • Vampire: The Masquerade (1st edition 1991; 2nd edition 1992)
  • Werewolf: The Apocalypse (1st edition 1992; 2nd edition 1994)
  • Mage: The Ascension (1st edition 1993; 2nd edition 1995)
  • Wraith: The Oblivion (1st edition 1994; 2nd edition 1996)
  • Changeling: The Dreaming (1st edition 1995; 2nd edition 1997)

12 April 2015

Mature themes

Don't be fooled by the title of this post. I'm not referring specifically to sexual topics. I'm going to be talking about anything that might be considered 'adult-oriented,' including violence, advanced social issues, and the like.

Before I go on, I want to mention something very quickly: I have noticed a continuation in the trend. My Board Game Review entries are still getting, by far, the most traffic. This week, the majority of my traffic seems to be coming from Russia. Fascinating...

Anyway, I'm going to talk about that more next week, but this week, I wanted to talk about something that I noticed whilst watching the latest episode of Wil Wheaton's Tabletop. The latest episode is about the game Five Tribes. The game is set in the world of 1,001 Arabian Nights, and so contains viziers, camels, palaces, assassins, djinns, and slaves.

Mr Wheaton started out the episode with a little speech, in which he points out that some people have an ethical objection to the concept of slavery being included in the game, and that the publishers chose to include it because, moral or not, it was part of the culture being depicted in the game, and they felt it was important to portray the setting accurately. But as Wil Wheaton personally objects to the concept of owning another human being, he was going to refer to the slave cards as 'assistants' throughout the game.

21 February 2015

Tabletop Role Playing Games

In 1971, Gary Gygax's game Chainmail (which he adapted from a rules system created by his friend Jeff Perren) was first published. This was a miniatures wargame, along the same lines as Warhammer 40,000 and Bolt Action. It had rules for mass combat, jousting, and single combat, and also contained a supplement that allowed you to include fantasy elements (magic, wizards, etc) in your war game.

Dave Arneson later took those rules and merged them with his own ideas for controlling a single warrior instead of an entire platoon. He showed this adaptation to Gygax, and the two of them created Dungeons and Dragons from it. Thus, the first roleplaying game was born.

The idea took off, and Gygax released another RPG two years later, Boot Hill. Variations on the original D&D soon sprang up, such as The Complete Warlock, by Robert Cowan, Dave Clark, Kenneth M. Dahl, and Nick Smith, and Tunnels and Trolls by Ken St. Andre. Bunnies and Burrows was an early attempt to push the boundaries of what was possible in an RPG, and as early as 1977, gamers had already started to adapt existing franchises with the introduction of the game Flash Gordon and the Warriors of Mongo.

25 January 2015

In the Spirit of Fun

I used to play Vampire: The Masquerade. I was drawn to the rich setting with great potential for character development. Once, I was playing a Salubri character. Salubri have access to a defensive power called Obeah. One of the abilities of this power is to erect a force field around the character, so that anyone not already within 25 feet cannot approach any closer than that distance.

At one point, my character finds herself in a small cavern with at least one hostile NPC. I state that I am looking all around me to ensure that there's no one within 25 feet. To emphasise the point, I turn my head to the left and the right.

I considered, at this point, stating outright that my character was looking in a full 360° arc, just to be sure the GM understood what I meant. But then I thought to myself, 'No, that won't be necessary. The GM is understanding enough to know what I mean. I'm not going to insult her intelligence, nor her ability to be a good GM, by stating the obvious.'

What a fool I was.

29 June 2010

Survey of Roleplaying Games

Ok, let's get this thing started again. We'll start with an idea inspired by this article on inkwellideas.com. The idea was this: if you had to teach somewhere between five and ten roleplaying game systems with the goal of giving your 'students' an idea of the basic ideas involved in gaming, what systems would be best suited for this 'class?'

I started thinking about this, and here's what I've come up with. I think the best way for what I have in mind is to have three groups of three: the first to cover different rules systems, the next to cover rules/setting integration, and the last to cover artwork/production. There will be some overlap.

With that in mind, we start with group one: rules systems. The three games I've chosen for this set are Dungeons and Dragons, GURPS, and the original Storyteller System.
  • Dungeons and Dragons: An example of level-based systems. Really, any edition would work equally well for this, although I think 3.5 is probably the easiest for new players to learn. Alternately, you could use almost any d20 system game, like the Farscape RPG or the d20 Star Wars. Another advantage of 3.5 is that it is a good example of the 'attribute+dice' style of game system.
  • GURPS: An example of points-based system. It also demonstrates the possibility of creating a 'realistic' game system, rather than the epic style represented by D&D. Also, of course, a perfect example of a universal system. A perfect example of the 'attribute vs. dice' style of game system.
  • Original Storyteller System: An example of a non-points skill-based system. Also an example of how rules can encourage players to focus on character and plot, rather than combat. Good demonstration of how a core system can be modified slightly to accomodate different settings without requiring a universal system, but still allowing crossover between different games. Finally, an example of the 'attributes=dice' style of game system.

06 September 2009

Tylenol

Something I used to do on occasion was to play in a "Tylenol" game. This gets its name from the premise that you'd find what appeared to be a bottle of Tylenol on the counter with a label that says, "Eat me." Upon taking one of the pills, you'd find yourself transported to a game world, transformed into one of the denizens. It is the ultimate form of the "If you were a character in (game x), what would you be?" Obviously, most games are played in D&D, but I've played tylenol games in a number of other settings, and most of them don't even require the bottle of tylenol to get there! For example, in Vampire, you can just be embraced. Any sort of game that involves a trasnfiguration like that can work just as well.

If you didn't already know and haven't figured it out yet, a Tylenol game is one in which you play yourself. Rather than creating a character as normal, you simply list those stats that you actually have. Then apply modifications to adjust for the in-game characteristics (for example, maybe you'd apply the elven racial template).

23 August 2009

Favourite Characters

I was reading a blog today about "Awesome things I've done in a game." This got me to thinking about some awesome things I've done, and I realise that more than awesome things, I'm drawn to awesome characters. I say this because the vast majority of entries in my version of this list would have been "played Character X."

So I decided that for today's entry, I would post a list of my ten favourite characters. These aren't all characters that I've run, but they're characters that I really like and remember with some sort of fondness. We'll start with:
  1. Sarah Storm. Game: Changeling: The Dreaming. Player: Me. Overview: Piskie grump.
    This character was inspired by two simultaneous events. First, I read an entry on the White Wolf forum that was talking about how Changeling is a purely fantasy game. As I've mentioned here before, Changeling is as close as you can get to a universal-genre system without actually being a universal-genre system. So I wanted to disprove this statement. Secondly, a friend of mine complained that I am incapable of and/or unwilling to play combat capable characters. I wanted to prove him wrong too (for the record, I don't dislike combat-capable characters; I demand deep, well-rounded, dynamic characters, and so prefer to avoid gun bunnies). Anyway, so I made a cyberpunk piskie; her Chrysalis was triggered by William Gibson's Neuromancer, and her Dream Dance spawned TIM, the sentient chimerical cyberdeck. She has a chimerical cybereye through which she can interface both with TIM and with her treasure: a ray gun. She's smart, sassy, doesn't take any lip from anyone. Plus: Cyberpunk piskie! 

16 August 2009

The Loner

I am reminded of an article I read once (I don't remember where I read it) that was talking about the tendency of gaming characters to be loners. It's really not surprising that in games which emphasise the free-wheeling high powered adventure, characters are likely to be free-wheeling sort of people with no bonds to hold them down. After all, it's really not likely that a middle-age middle-class middle management corporate drone is able to just pick up at random and fly to Rome to help stop an international espionage plot. Better to have a young, fit, unmarried guy with no restrictions on his ability to plunge headlong into excitement.

But there's something to be said for breaking the mould a little. I once played in a rather non-standard game; it was a crossover of all the World of Darkness games, and though we started out as mortals, we soon ended up with the three main players running a Vampire, a Mage, and a Werewolf. My character, the vampire, was a teenager plagued with family issues resulting from a murder that he witnessed, so has had to move in with the other characters. The mage was a married guy, and after a couple of years of in-game time, he ended up with a daughter. I still remember the daughter, Alexis; she was a a very smart and capable kid.

14 June 2009

Live Action

As most of you probably know, table-top roleplaying is just one way of gaming. There's also LARP. This comes in many forms. The two most common are fantasy roleplay, through societies such as IFGS, and Vampire. There's no real reason to limit it to those sorts of games; I don't see why a live-action Wild West game is out of the question.

Of course, if you want to get technical, "Cops and Robbers" is a form of LARP. So is "playing house" and all the other make-believe games that kids play. Which reminds me of an essay I read in one of my Changeling books...

Steve Herman writes in an article entitled "Oh Boy! A Cat's Eye Shooter!" from the Changeling Player's Guide about how the imagination, the firm belief in things wondrous and magical, is the most precious gift that people have, and the loss of that belief as we grow to adulthood is a terrible tragedy. The author describes how he and his fellow gamers got out their old toys, action figures and the like. They tried to play with them, as they had when they were younger. It wasn't fun for them. They couldn't "create jungles from houseplants or deserts from carpet."

So they returned to the table. They played Changeling; they found that wonder again. They tried to steal a Wayne Gretsky rookie card, and chased a purple Snozzwanger through the alleys.

31 May 2009

Adult Gaming

Greetings! This week, I felt it might be a good idea to discuss sex in gaming. Some of you may wonder why sex needs to be included in your games. Well, strictly speaking, it doesn't need to be included. But why not? The point of gaming is to have fun, right? And sex is fun, right? So why not combine the two?

Ok, I'll admit it. Probably the only players that will want to include sex in their games will be method actors and storytellers. Butt-kickers don't like the idea of their cathartic violence being interrupted for non-violent activities, like sex. Power gamers aren't interested in sex in their games because it does nothing to contribute to their character's power level. Tacticians aren't interested in sex because it has nothing to do with their quest to out-think their enemies. Specialists could go either way, depending on what sort of character they've chosen as their specialty; ninjas aren't known as great lovers, but some other types may (I've known a couple people who really enjoy playing were-cats in the White Wolf shapechanger game, and the were-cats are supposedly extremely sensual creatures).

19 May 2009

Alignment

Hello again. Today, I found myself thinking about alignments. Not all games use alignments (in fact, depending on how you define "alignment," I've only played two games that use an alignment system at all), but they tend to be a focal topic in many discussions of gaming. The most prominent example of this is, of course, D&D, with their system of "good versus evil" and "law versus chaos." I will assume that if you're reading this, you already know how that system works; if not, it's easy enough to google it. The only other system of alignment in the practical sense that I've played has been in Changeling: The Dreaming where your character belongs to either the Seelie or the Unseelie court.

In fact, it was in part the misunderstanding of Seelie vs. Unseelie that started me thinking about this subject. Many people who are unfamiliar with the Changeling system make the mistake of equating Seelie with good and Unseelie with evil, when that is not the case at all.

But how exactly does one define "good" and "evil?" This is a topic that I have discussed with friends in the past, and only one thing has become certain: there is no objective measure of good or evil. The terms are completely subjective; what one person thinks is evil, someone else will think of as good (or perhaps even as neither). But almost as important, the good/evil spectrum can be mapped out along many different lines.

19 July 2008

The nature of the hobby?

You may have already read this, but there was an interesting article a few weeks ago describing the way that gamers can be a bunch of pretentious blowhards. The author accomplished this by examining this analogy: RPGs, like cookbooks, are a series of seemingly rigid rules that, in practise, "require a certain amount of adaptation for your own tastes." So if people treated cookbooks like they treat gaming books, it would sound pretty horrible, wouldn't it? You can read it to see for yourself.

If you don't remember, I posted some time ago about the different gamer types. The vast majority of gamers are either butt-kickers or power gamers. By far the minority are the storytellers and method actors. (Granted, for the purposes of this argument, I am ignoring the casual gamer.) Given that the butt-kickers and power-gamers prefer hard core rules systems, which empower their particular emotional desire to game in the first place, while storytellers and method actors dislike hard core rules on account of their desire to play less combat-centred storylines, it is not surprising that this should be the case. For the butt-kickers and power gamers, the rules are everything, because it's the exacting script by which they create havoc and chaos.

But you can see the point, can't you? Sometimes they tend to focus on the rules to the exclusion of their own ability to enjoy the game. They tend to forget that the rules, especially in RPGs, are meant to be modified to suit the needs of your particular group. But with the need for rules that most gamers feel, especially the fanatical devotion to the canon as laid out by the authors of the game in question, adaptation and modification are not seen as options.

09 March 2008

Gamer Types

Greetings again to you, my faithful readers! This week, I shall discuss the Lawsian Gamer Types. A prominent creator of gaming resources in the gaming industry, named Robin Laws, wrote an amazingly useful book called Robin's Laws of Good Game Mastering. Although this book is geared towards GMs, it has some very useful information for players as well.

One example of these doubly-applicable tidbits is the idea that gaming is supposed to be fun. You know, that sounds pretty obvious, but the problem is that a lot of people forget that gaming is a collaborative effort, and work hard to have fun at the other players' expense. The book suggests that everyone involved work to have fun together as a team, rather than antagonistically.

But that's not the topic of this week's rant.

Today, I thought I'd talk about Gamer Types. This was particularly useful for me, both as a GM and as a player. I'd struggled for years with the others in my gaming group, getting upset at them for ruining what I thought was an otherwise incredible game by insisting on doing nothing but killing the enemies for personal glory. It never occurred to me that different people play role-playing games for different reasons. And for that, I owe a debt to Robin Law.