Showing posts with label storytelling. Show all posts
Showing posts with label storytelling. Show all posts

08 June 2019

PinkFae Archive #37: How to GM Part 4: Preparing a Game Session

This entry was part of the 'How to GM' series on PinkFae. It represents a brief break in the entries about Gen Con. It was originally published on 15 October 2016.

A line drawing, coloured, of a swan standing on a large stone telling a story to two other birds standing nearby. In the background is a castle near some farmland and some clouds. This image is meant to be symbolic of a GM leading a game session.
A swan telling a story. Much like the GM tells a story to the players in a game session, often of fantastical tales, such as a swan telling stories.
I have one more post to write on Gen Con. But we've been hearing about Gen Con for months now. Let's take a break before we finish it up. It's been a long time since we've had any installments on the Analysis of GMing series. Let's get another one of those in! This time, we'll talk about planning a game session.

So you've chosen a game, gathered a group of players, and have a design for the overall campaign. It's time to start getting into the nitty-gritty. Before you meet up with your players for that first session, you need to know what's going to happen in that session. So let's take a look at that.

16 December 2017

PinkFae Archive #6: Social Stigma in Roleplaying Games

The time has come to repost another PinkFae article. As a reminder, or for those who are new to this blog, the PinkFae Archives are repostings of the articles I wrote for the trans-inclusive gaming blog pinkfae.com, before that site became defunct. Since I don't want all those articles I wrote to be lost, I am reposting them here on my personal blog. Today's entry was originally published on 7 February 2016. I hope you enjoy it!

A photo from the side of seven board game pawns, six in various shades of red together on one side, and one black by itself on the other side, alone due to its social stigma

I was introduced to GURPS (the Generic Universal Role Playing System, published by Steve Jackson Games) in 1991. I admired the flexibility and adaptability of the system, as well as its realism and the fact that it encouraged rounded, dynamic characters. It didn't limit possible character traits to attributes and skills, but had mental, emotional, and social advantages and disadvantages. This allowed players to emulate a personality more fully than in games like Dungeons and Dragons. But there was one disadvantage that I have never given a character: Social Stigma. It provides an in-game mechanic for simulating a character that belongs to a group that is deemed by his or her society to be inferior. In looking back on it, I realise that I didn't fully grasp the possibilities of this disadvantage. Now, I have learned much, and I would love the opportunity to play a character with this disadvantage.

25 November 2017

PinkFae Archive #5: Stories in Games - Our Most Fun Experiences

We have come to installment #5 in our reposting of my articles from PinkFae. This article was originally published on 31 January 2016.

One quick note before we get to the article reprint: the Andrana Project is live on Kickstarter. At this moment, there are 10 days left before the end of the drive. This looks like a great game, and they're only at 54% funded. If you read this before 5 December 2017, please head on over to their Kickstarter page and help them meet their goal!

A game of Stipulations: people sitting around a table reading what players have written on their cards

When people sit down to play games, what exactly are they doing? I spoke of this a bit a couple of weeks ago. Depending on the nature of the game, we are doing things that can be just as difficult as a so-called 'job.' Games come in so many different forms; games of luck, of physical prowess, of strategy, of skill (broken into many different types of skill; spatial reasoning, manual dexterity, mathematical ability, and so forth), games of knowledge or memory or bluffing or deduction... It may be obvious by now that I am most strongly drawn towards games that have a serious element of telling stories.

23 April 2017

Rant: Star Wars vs Star Trek

It has been two months since I posted. My goodness, that is a long time. I haven't had a break that long since I returned from hiatus in December 2014. I'm really sorry. Life got too busy there for a while. I just didn't have the time, or the energy needed to think of topics.

With that said, let's get back into the swing of things. I'm going to rant today about something that has been bothering me for a while now. I know I've mentioned this a little bit before, but I want to expand on it.

I don't like Star Wars. After I watched Episode II: Attack of the Clones, I lost interest in the franchise. I waited until Episode III was in the dollar cinema before going to see it. Then in 2012, when Disney bought the whole mess, it began a horrifying cycle of new Star Wars films every year. It began with Episode VII in 2015, followed by Rogue One in 2016. Episode VIII will release this year, with a Han Solo film planned for 2018. According to Wikipedia, Episode IX will come out in 2019, and there will be another film in 2020. If I know how Disney works, they won't stop there. They will continue to churn out films every year for as long as they can.

04 December 2016

Collapsed Games

Remember a few months ago, when I mentioned that I was going to be streaming a Changeling campaign over Twitch?

That didn't last very long. We had a total of two actual game sessions. And it became apparent to me during that time that I was the only one actually invested in the game.

I could sit here and wax poetic about the reasons why the other players weren't into it. I could gaze at my navel and ponder whether they really were invested, and I just couldn't tell. But the fact is that gaming is my creative outlet. Especially when I'm GMing. It's not just a hobby for me. It's how I express myself.

I've said it before, but it's very true. Some people paint. Others write. Some compose, perform, and record music. I even know people who express their creative urges through creating board games and card games.

I run game sessions.

18 September 2016

What is a Hero?

Most modern adventure games, including both roleplaying games and video games, tend to gravitate towards the concept of heroism. Players are often looking for a chance to be the hero, and use games to vicariously experience the thrill of being the hero.

But what does it mean to be a hero?

The concept of heroism has changed over the years. Beowulf, for example, was considered a hero not only because of his strength and courage, but also his honour, loyalty, generosity, and hospitality. Compare that with many of today's heroes. John Wayne is often considered a hero by many Americans, due in large part to his integrity, his unwillingness to compromise his ideals. The Frankish hero of Roland was idolised for his bravery; he refused to sound the call for reinforcements until his army was nearly defeated and there was no hope of rescue. The Babylonian hero Gilgamesh went in search of the secret of immortality, only to have it stolen by a snake whilst he slept.

28 February 2016

Myf and Idris

I've been spending so much time talking about storytelling lately that, along with contemplation of the rebirth of Changeling, that I'm in the mood to tell you another story, this time about faeries. So for your enjoyment, I wish to share with you now a story I wrote back in 2006. So here it is: the story of Myf and Idris.

In a small village in Wales named Porthgain, there lived a fisherman named Idris. He would go down every day to the shore and climb into his boat, push off into the sea, and cast his net. He worked hard to catch his fish, and at the end of each day, he rowed back to shore with his bounty. He set aside enough fish to feed him for the next day and took the rest to market, where he sold them for just enough to afford some bread and milk, the rent on his small cottage, and the materials to repair his boat and nets.

One day, he went to his boat and saw a small lagomorph nibbling on a flower growing from the pebbles beside his craft. As he approached, the creature, a brown hare, turned to peer unafraid at him, and did not run. Idris began to think that he would be able to catch the hare and cook it for dinner, to give him something to eat besides fish. He took a net and crept towards the hare, but just as he got close enough to toss the net, the hare darted under a nearby rock. Idris gazed at the animal, feeling somewhat lugubrious.

21 February 2016

A close look at combat and other systems

I was thinking this morning about the combat systems in roleplaying games. With the exception of Fiasco (and possibly Amber Diceless Roleplaying which I've never been able to try), the mechanics of any game system focus very heavily on combat.

Rules systems vary from incredibly complex and detailed, with exacting descriptions of any foreseeable permutations described (like those in Dungeons and Dragons or GURPS) to vague and intuitive (like Little Fears). But no matter the system, it is always the most detailed part of the rulebook (unless you count the magic system, but given how many of the spells described in most games are usually most applicable in combat situations, the magic section may as well count as part of the combat system).

This makes sense, given the way that roleplaying games grew out of miniatures war games. It's only reasonable that the first RPGs were, in essence, a system for emulating combat between individual characters.

13 February 2016

Board Game Review: Gloom

It's time for another board game review! Aren't you excited? Of course you are! This week, we're going to look at the wonderful game Gloom. Ok, yes, it's not a board game, it's a card game. Hush.

A table with several Gloom cards on it, the hands of some of the players visible as they reach for the various cards.

We can't have a game review without the ratings, can we? First, the new rating chart:

30 January 2016

And now for something completely different... Storytime!

I'm going to do something different again this week. I've been thinking a lot about stories lately; in particular, about how games that involve storytelling (such as Gloom or Fiasco or most tabletop RPGs) are so satisfying because they follow Freytag's Pyramid.

So I thought I'd share one of my favourite stories. This is the story of Alice. I first heard this story when I was in middle school, and a professional storyteller came and told us some stories. So now I will share the story with you.

08 August 2015

The Importance of Stories

Over the last couple days, at my summer job, I was working on a project that involved this article on The Irresistible Power of Storytelling as a Strategic Business Tool in the Harvard Business Review. The general gist of the article:

Humans need stories. We live our lives through the stories we tell each other. It's been a part of our racial archetype since our ancestors were living in caves and drawing stories on the walls. People respond most strongly to stories that use Freytag's pyramid. Advertisers that use Freytag's pyramid as a structure for their advertisements have a greater return on investment than those who don't. So all companies should turn their advertisements into stories.

Setting aside my disgust at so shamelessly corrupting what may be the quintessential aspect of human existence for base monetary gain, I wish to talk (yet again) about the importance of telling stories. It's not just an enjoyable pastime; the article linked above mentions research that shows how the climax of a story triggers the release of cortisol in human neurological systems. This causes us to focus on the story, wanting to know what's going to happen next. Even if the story is completely predictable, and we have no reason to think that the hero won't save the day at the last minute, we still hang on every word.

05 July 2015

'Where Do You Get Your Ideas?'

Many of the world's creative celebrities have spoken or written about occasions in which they get asked the question, 'Where do you get your ideas?'

Alan Moore (who, just on the off chance that you don't know, is the author of many of the world's greatest comics, including V for Vendetta and Watchmen), said, 'We imply that even to have voiced such a question places [a person] irretrievably in the same intellectual category as the common pencil-sharpener. ... I know it isn't nice. ...it's something that we have to do. The reason why we have to do it is pretty straightforward. Firstly, in the dismal and confused sludge of opinion and half-truth that make up all artistic theory and criticism, it is the only question worth asking. Secondly, we don’t know the answer and we’re scared that somebody will find out.'

Gary Larson, creator of The Far Side, says, 'I've always found the question interesting, because it seems to embody a belief that there exists some secret, tangible place of origin for cartoon ideas. Every time I hear it, I'm struck by this mental image where I see myself rummaging through my grandparents' attic and coming across some old, musty trunk. Inside, I find this equally old and elegant-looking book... embossed on the front cover in large, gold script is the title, Five Thousand and One Weird Cartoon Ideas. I’m afraid the real answer is much more mundane: I don't know where my ideas come from.