29 March 2009

Jurgi Deathbringer

Last week, I mentioned Jurgi Deathbringer. I think this week, I'll describe him in more detail.

As I said, Jurgi was a Werewolf character. I wrote him when my gaming group tried to use the pack rules for the first time, but chose a pack totem without waiting for me to get home from work. In a fit of anger, I tried to show them how stupid it is to play combat monsters. So I wrote the most min-maxed character I could.

He was an ahroun (the warrior caste) from the Get of Fenris tribe (the most savage, bloodthirsty, and warlike tribe there is, as well as one of the most arrogant). I maxed out his physical stats, gave him the lowest possible intelligence score, and then put all his social points into his appearance. Then I took the flaw "Hideous," which reduced his appearance to zero, resulting in a socially inept monster.

All his skill points went to combat abilities. All his gifts were combat optimised. And I gave him a hatred of every other were-creature that existed. My hope was the other players would see how ridiculous a character like this actually was, and start playing more realistic characters in the future.

My plan backfired.

22 March 2009

Surrogate Characters

Welcome to another week of the Game Dork's Gaming Corner! Today, I want to talk about an idea I had some years ago.

Some of you may remember that, when I described the different gamer types, I said that I was about 60% Storyteller and 40% Method Actor. This makes it hard for me when I'm in a gaming group that is mostly Butt-Kickers/Power Gamers/Tacticians. There was one occasion specifically when we were preparing to play a game of Werewolf. At that time, we were not using the pack rules (summary for those who need it: a gaming group in Werewolf: The Apocalypse is supposed to work together to create a pack of characters with a specific purpose, either long-term or short term, and each character should set aside some of their points to pool with the other players for the purpose of purchasing a "pack totem," a spirit that grants each pack member certain powers in exchange for following a particular code of behaviour). We would each just write up our individual characters, who would meet as normal and find themselves engaged in some adventure together.

I was excited by this, and was quite looking forward to the first session, where we were supposed to discuss the issue of pack totem and come to a consensus as to which spirit we would adopt as our patron. However, when I got home from work that evening, I was dismayed to hear that the other players had chosen a totem without my input. I was mostly upset that they had not bothered to include me in the discussions, but I was also upset that they had chosen Fenris, the most savage and warlike of the totems.

15 March 2009

Board Game Review - Kill Dr. Lucky

In one of my previous posts, I mentioned the game Kill Dr. Lucky. I think the time has come for me to review that game. As always, we start with the numbers:
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: 2
Randomness: 4
Complexity: 2
Humour: Implicit
Attractiveness: Average
Expected Length of Game Play: one-half hour to one hour.

28 September 2008

Changeling

My favourite roleplaying game has been Changeling: the Dreaming, ever since it was released back in 1995. I am among the legion of fans who was upset by the way that White Wolf neglected it after the second edition was released, before finally cancelling it right in the middle of an incomplete meta-plot story arc. But what's so great about this game?

Well, for me, the first appeal was that it was about faeries. I have been a fan of faeries (NB: the original celtic vision of faeries, as elves, goblins, trolls, merfolk, &c., not the sanitised victorian image of Tinkerbell) for some time now. So it was only natural that I should be drawn to a game that allows you to actually play one.

Secondly, I became enraptured with the game's focus on dreams and creativity. For those not familiar with the game, Changelings require a special magical energy called "Glamour," which is the force engendered by human dreams and creativity, as well as things like love and hope. Artists and dreamers generate Glamour, which Changelings can then collect to sustain themselves, as well as to fuel their Cantrips.

21 September 2008

Gender Gaming

Something else I've often thought was fun was to play a character of the opposite gender. I've done this several times, and I always enjoy it. In fact, many of my favourite characters have been female. Of all the Werewolf: The Apocalypse characters I've played, I liked Michelle the best. One of my favourite Changeling characters was Sarah Storm, the piskey hacker with a sentient chimerical computer.

This probably appeals most to Method Actors, who enjoy stretching their dramatic and psychological muscles with the challenge of getting into a different mindset (and playing the opposite gender IS a different mindset; if you don't believe me, just read Sperm are from Men, Eggs are from Women by Joe Quirk and Self Made Man by Norah Vincent). Storytellers are also quite fond of the challenge, as it affords them new opportunities to develop and explore the storylines of their games. The other types may or may not be interested in trying this out, but are generally indifferent. Butt Kickers and Power Gamers, in particular, aren't likely to care, as the gender of the character killing monsters has no real bearing on whether the characters are effectively killing monsters.

But I personally think it's a great way to expand the game. There are a lot of things to keep in mind, of course. It may be hard to do this with your particular gaming group. There are a lot of stereotypes out there about gamers being reclusive geeks with no real experience interacting with women whatsoever, and so the only way they have of perceiving females is as objects of desire. Such persons can't meaningfully interact with women, and if there is a female character in the party, they're likely to say things such as, "I do her!" Never mind foreplay, developing a relationship, taking her to dinner first, et c.

14 September 2008

Multiple Characters

Something I enjoy doing on occasion is playing two characters at the same time. I haven't done it very often, but it's usually quite fun when I do get a chance.

The appeal of running multiple characters differs depending on player type. Butt kickers might like the chance to kill twice as many monsters as normal. Power gamers have two paths to glory that they can walk at the same time. Tacticians have all sorts of added strategic advantages from having more than one person working on a plan. Method actors, or course, are likely to relish the increased difficulty from handling two personas at the same time. And so on.

"But, Mister Game Dork Sir," I hear you say, "Doesn't that mean you're getting twice as much action as the other players?"

Well, maybe. Obviously, it does have to be handled with care. One way of dealing with this problem is running a group in which all the players have two characters. This can be pretty advanced, and not an exercise for inexperienced gamers. Another option is to play in a group that doesn't mind one player running two characters. You may have to find just the right mix of gamers for this one to work. You can always work with the player running two characters to ensure that he (or she) is sensitive to the needs and feelings of the other players, and doesn't overshadow them with his two characters.

09 September 2008

Gaming Environment

I forgot to post on Sunday. Damn. I'm really sorry. I even had a topic ready to go and everything. Stupid hectic life being busy and everything...

Anyway. I recently heard about the Sultan. It's being billed as the Ultimate Gaming Table. The surface is a backlit dry-erase surface, which can be covered with a custom-fit felt top. The sides are loaded with cubby holes for books, drinks, dice, pencils, et c. There are dice rolling pockets along the edges, desks that pull out from the side, and all sorts of goodness. It's currently selling for almost $10,000.

A deluxe gaming table, with recessed top to prevent dice from rolling off the edge, green felt cover, and fold-out writing surfaces that open to reveal drawers, cup holders, shelves and cubbies, and all sorts of other goodies, with two chairs on each side.