27 April 2008

When Players Collide

I didn't post last week. I'm very sorry. Real Life got in the way.

This week, I'm going to look at conflicting gaming styles. Specifically, I think of the reasons that GMs run games, as compared to reasons that players play in those games.

One example: I had a GM once who loved the feelings of power he got from running the game and having absolute control over what happened. He loved the look of shock and amazement when he caused something to happen that the players not only did not expect, but could not reasonably be asked to expect. He was a very dramatic gamer, and loved the exquisite timing and flow of intrigue that came from having players at his mercy. I sometimes felt as if I was a plaything for a dark and cruel god.

Another GM I played under: he was an excellent storyteller. That is, he told excellent stories, and he told them well. The only problem was that sometimes his own strengths would get in the way. He was very good at predicting how people would react to certain situations, and excelled at arranging events in such a manner that the story would go in the direction he planned by giving the players just the right stimulus to nudge them in the direction that he wanted them to go. Unfortunately, after a while, it starts to feel like the players aren't really involved in the story at all; they're just there to serve the needs of the storyteller.

13 April 2008

Gaming Costs

Today, I would like to talk about the high cost of gaming.

Gaming has always been an expensive hobby. In the documentary Über-Goober, one of the interviewees says that gaming saved her from a life of drugs. She follows this by saying, "How can you afford drugs when you're spending all your money on gaming books?"

And I know this to be true. I've been there. I've been the one spending the majority of my weekly income on gaming paraphernalia. I used to get a new gaming book every week. I had quite a collection (much of which was lost when it was in the car that got repossessed).

But today, it seems as though a week's salary won't get you as much as it used to. Things have been easier for me since I stopped playing (or even attempting to play) collectible trading card games like Magic: the Gathering and Arcadia: the Wyld Hunt. And there aren't a lot of standard RPGs out at the moment that I feel a need to collect; the last two games that held enough of my interest to entice me into buying anything were Changeling: the Dreaming (which was put on hiatus and left languishing there until they ended that game line) and GURPS (which is in 4th edition as of a couple years ago, and all the GURPS products coming out at the moment either don't interest me or are basically compiling and updating 3rd edition products for the new edition, so I already have all of the material in these books). I don't play D&D, I'm not interested enough in Cyberpunk 2020 or Shadowrun to buy any of the books, Little Fears folded, and I have only a passing interest in most of the other systems out there.

06 April 2008

Play By Email

Hello and welcome to another week of the Game Dork's Gaming Corner. This week, I want to talk a bit about PBeM. For those of you that don't know, that stands for "Play By eMail." See, gamers have been playing games via correspondence since the 60s, when players in wargames such as Diplomacy would operate across miles of distance by sending their moves to their opponent in the mail. The opponent would adjust his own board according to the instructions in the letter, and decide what his own move would be, and then mail that back to the other player, and so on. This system was called PBM (Play By Mail).

RPGs, being as they are a growth of the wargaming community, would of course follow suit. And with the advent of email, it only made sense that this correspondence would move from the mail system to computers.

I am in a unique situation, in that I have moved out of my country of residence to a new continent, and have left all my former gaming partners behind. So it would seem that PBeM is an ideal solution for my gaming needs, as it allows me to play with people thousands of miles away in a different time zone. Unfortunately, none of my former gaming crew think that PBeM is a viable option. So today, I thought I'd talk a bit about PBeM.

30 March 2008

Board Game Review - Carcassonne

Here we go again, with another week of Gaming stuff.

This week, I'm going to review the board game Carcassonne. Here is my board game review system, and my analysis of Carcassonne:
Strategy and Randomness are rated from 0 to 6. A 0 means the rated aspect plays no part in determining the game's outcome; and a 6 means that it is the only factor that determines the game's outcome. Complexity is also rated from 0 to 6; a 0 means that it's so simple a six-year-old can play it, a 3 means any adult should have no trouble playing, and a 6 means that you'll need to refer to the rulebook frequently. Humour can be rated as 'None,' meaning the game is not meant to be funny, or it may have one or more of the following: Derivative (meaning the humour is based on an outside source, such as a game based on a comedy film), Implicit (meaning that the game's components are funny, such as humourous card text), or Inherent (meaning that the actions the players take are funny). Attractiveness has nine possible ratings. Ideal: the game is beautiful and makes game play easier. Pretty: The design is beautiful and neither eases nor impedes game play. Nice: The design is beautiful but makes game play harder than necessary. Useful: The design is neither beautiful nor ugly, but eases gameplay. Average: The design is neither beautiful nor ugly, and neither eases nor impedes gameplay. Useless: The design is neither beautiful nor ugly, but makes gameplay harder than it needs to be. Utilitarian: The design is ugly, but eases gameplay. Ugly: The design is ugly, and neither eases nor impedes gameplay. Worthless: The design is ugly, andmakes gameplay harder than it needs to be. Average Length of Game Play describes how long an average game will probably last, give or take.
Strategy: 3
Randomness: 3
Complexity: 3
Humour: None
Attractiveness: Useful
Expected Length: One hour.

23 March 2008

Anthropomorphics

It's Easter today! What goes with Easter? Bunnies! Why? Because the Christian Church stole the holiday from pagans, who celebrated Easter (or Ostara; nobody really knows what it was called before the Christians got hold of it. All are merely guesses) as a fertility rite. Thus, symbols of new spring (like baby bunnies and newborn chicks) were common, and the Church just knicked those and said, "They're symbols of Christ's resurrection! Yeah, that's it!"

So to tie in this week's gaming post with the bunny theme, I will discuss an idea that I worked on, briefly, with a friend of mine many years ago. The idea was "Anthropomorphics." We had originally intended it to be a GURPS sourcebook, but that idea never came to fruition.

The idea was that you would play animals. There were three campaign styles: realistic, cinematic, and silly. Realistic is just that: you play an animal in a realistic manner. This campaign style is generally best suited for people who (out of some masochistic reason) want to play someone's pet. However, it can include things such as the Watership Down setting. That is, all the characters are playing one type of animal, living in a colony (a warren of rabbits, a pride of lions, a murder of crows, et c.).

16 March 2008

GURPS Divination: part 2

This week, I'm going to return to the GURPS Magic System for the Divination spell. If you need to review so you know what I'm talking about, you can read the original post. This week, I will detail those variations that involve telling the future by observing an event. We start with:

Alatimancy – This is one of three forms of divination involving salt. The first (alomancy) was detailed in the original post, and dealt with patterns in scattered salt. This variation is the reading of patterns formed in salt deposits left behind by the evaporation of salt water. It requires a special ceremonial bowl, and takes several hours (often a full day or more, if there is a large amount of water). The amount of water used depends on the nature of the question, as well as the level of detail desired. Prerequisites: 3 Water spells and 2 Earth spells.

Anthracomancy – The observation of burning coal. Any coal will do, so long as the spell is properly enacted before igniting the coal. The spell requires at least an hour of observation. The answers to the caster's question are obtained by watching the movement of the coal and the behaviour of the fire as it burns. Prerequisites: 5 Fire spells and 3 Earth spells.

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.