Tuesday, July 30, 2013

Gaming Inspiration in the News: Medieval Lead Coffin?

Nope, nothing about this is creepy at all. Not one bit. Where's the crowbar?
 
You know how they found Richard III's remains not too long ago, right? Well, apparently, they discovered another stone coffin at the site, and found a lead coffin inside that outer coffin.
 
The following stuck out for me:
 
"None of us in the team have ever seen a lead coffin within a stone coffin before," archaeologist Mathew Morris, the Grey Friars site director, said in a statement. "We will now need to work out how to open it safely, as we don't want to damage the contents when we are opening the lid."
 
OK, is it just me, or does anyone else out there read that and automatically think: "DO NOT open that lead coffin!! Guys, if none of the experts have ever seen a lead coffin from the Middle Ages before, doesn't that suggest that there's something ODD about the whole thing? Sure, let's crack that sucker open post-haste! Great idea, that.
 
This got me to thinking about how to use this during a campaign. Perhaps the use of lead was vital to keeping SOMETHING contained. Perhaps opening that coffin would release that SOMETHING to plague the world once more. Not the most original idea in the realms of fantasy fiction or fantasy gaming, I suppose, but usually a perennial favorite (and one that, if done sparingly, doesn't get old).

Monday, July 29, 2013

My responses to Random Wizard's "Top Ten Troll Questions for Your Game"

I'm more than a little behind on this particular OSR meme (what else is new?), but here goes:

(1). Race (Elf, Dwarf, Halfling) as a class? Yes or no?
Depends on my mood. Lately I've been more into the race-as-class thing. I've been running Labyrinth Lord, which is the first time in my life that I've done the race-as-class thing. But when I was a kid, I started with, and stuck with, AD&D and thus the separation of race and class.

(2). Do demi-humans have souls?
Depends on the setting, and how demi-human soullessness would fit into the setting. For instance, if dwarves were, perhaps, made from stone and had the spark of life but not the traditional sort of soul, that might, you know, be cool!

(3). Ascending or descending armor class?
Eh, these days, I'd have to say that ascending is my way of choice. Come to think of it, by extension, I like a good unified mechanic where all the rolls need to be high. Just easier for my aging brain to grok/implement at the table.

(4). Demi-human level limits?
No, I keep them going up. BUT, they of course have a bigger load of XP that they need to earn for those levels. I use the alternate demi-human leveling option from Swords & Wizardry.

(5). Should thief be a class?
Yes. I love the thief, I'm not afraid to admit it, I don't care who knows! ;-) Seriously, though, I am a believe that every character class can be a bit of a rogue, but thieves specialize in roguishness.

(6). Do characters get non-weapon skills?
Again, depends on the system. I'm a lover of Castles & Crusades, and their unified SIEGE Engine mechanic is a sort of catch-all for a skill system. But it doesn't have lists of actual, codified skills. If it makes sense for a character to have a skill, depending on class and background and other factors, then I allow them to have that "skill." I've also read through the Dragon Age RPG extensively of late, and that game has a fairly simple skill system (i.e. having a skill-called a "focus" in the game-allows you to at +2 to an attribute-based skill roll).

(7). Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)?
Hmm, I guess. If they survive to high levels.

(8). Do you use alignment languages?
Uh, I don't even use alignment, let along alignment languages. No thanks to both!

(9). XP for gold, or XP for objectives (thieves disarming traps, etc...)?
XP for gold and all other treasure, as well as for killing monsters, completing "missions," roleplaying, etc. It's all in the mix.

(10). Which is the best edition; ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E ADD, 4E ADD, Next ?
The best system is the one that is loved and enjoyed by each individual roleplayer. Vive la difference!

Bonus Question: Unified XP level tables or individual XP level tables for each class?
I hate to repeat myself, but...it depends on the needs of the system!

Saturday, July 27, 2013

Friday, July 26, 2013

End-of-Week Elmore (7/26/13)

 
Another crazy work week over, folks. Crazy at least for me. I hope your mileage was better than mine this week. Whew. ANYway, I haven't roleplayed for two weeks straight and I miss it something awful! So, nothing like a glimpse of some of Uncle Larry's artwork to give one some inspiration, eh?! Well, I have to run, kids, so that's all from me for now. I'm hoping to have time to FINALLY write up some session recaps as well as some other posts I've been planning. Until then, have a great weekend!

Tuesday, July 23, 2013

The Player's Responsibilities in the GM-Player Relationship

I know this may seem to be an already well-trod topic in the RPG blogosphere, but I feel compelled to add my own thoughts into the mixture. Prepare to be amazed! ;-)
 
So, the straw that broke the back of my silence on the subject of the GM-player relationship was a post over at Raven Crowking's Nest. It seems he recently had players object to some rulings he made during a game session
 
I got to thinking: you know, much is made of the many responsibilities of the GM. But what about the responsibilities of the player? For the most part, I mostly see bloggers simply stating that players "should not be dicks." That's it? I beg to differ.
 
Of course, when it comes GMing, there is much more besides "avoiding dickishness" that GMs must do. We all know that it is incumbent upon the GM to neither favor or disfavor the players. The GM needs to be, as much as possible, unbiased. He should not favor the players or favor his precious campaign. He should be the force in the fictional universe of the campaign that takes the player's actions and uses them to create effects/consequences that affect the game world.

Heavy is the head that runs the campaign, as the GM must put in prep work between sessions AND be all the senses for the players as they experience the game world AND portray every NPC and monster in the game AND be flexible in the face of player decisions AND not stifle "player agency" AND on and on and on.
 
With all the duties that a GM must attend to, the last thing he/she needs is players who think all they need to do is "show up."
 
Sorry. Nope. Wrong. I'm not one to tell people that they're "doing it wrong" when it comes to roleplaying. But if you come to a game session as a player and think all you need to do sit back and be entertained, you ARE doing it wrong.
 
Look, I'm not one to say that every gaming group needs to have a hardcopy "social contract" that they must adhere to before a campaign starts. But I think it's common sense for people to have enough awareness that, when you agree to roleplay together, you should cut everyone at the table some slack. If you're sitting at a GM's table, whether you know it or not you've made an unspoken statement: "I am trusting you, GM, to do your best to run a good game. That means I'm not going to sit here and assume that you're trying to 'screw me over' when it comes to events in the game."

Who is the GM not trying to "screw over"? The player. A GM might indeed screw over a player's CHARACTER by, you know, inflicting severe harm or even killing them. But a good GM will make it worth your while even while they're killing your character. So, if you don't trust your GM enough to believe that they have your best interest in mind when it comes to running a good game, then who's fault is that?

It's YOUR fault, as a player, if you distrust your GM even though he/she has not given you any concrete reason not to trust them. It's different if the GM is being a dick.
 
Let me put it another way: everyone at the table is responsible for the health of the campaign. Not just the GM.
 
A player should not be passive. A player should take an active role in being engaged with a game session. Of course, this includes responding to the GM's eternal question, "What do you do?" But it's more than just reacting to what the GM throws at you. Besides running your character, you as the player should also be an active force giving the GM some respect.
 
What are the traits of a good player? What are the responsibilities of a good player, beyond bringing their character to life?
 
A good player knows that it's not their job to exploit "weaknesses" displayed by a GM during any given session. To clarify, this includes giving them your patience and understanding when they, inevitably, stumble a bit now and then. For example, don't get on the GM's case if he/she forgot that your character no longer had that cursed dagger.
 
A good player knows that they shouldn't be questioning a GM's rulings, descriptions, or interpretations of the rules in a confrontational manner during a session.
 
A good player will try to be politely persuasive with the GM, gently probing for possible courses of action, testing to see what they can get the GM to agree to when it comes to the game world.
 
If a player trusts a GM enough to devote precious roleplaying time to said GM's campaign, then the player should fulfill the promise of that trust by helping to nurture the health of the campaign. Part of this is taking time to care about the welfare of your GM. The GM has a lot going on. Give them a break. 
 
If a player does not like how the GM operates, then that player should consider finding another campaign. It doesn't matter who is at fault. It's just time to move on.

OK, to recap: if players have a GM worth their trust, they should be willing to accept that the GM is the final arbiter of the rules. This means they should be able to trust their GM to interpret the rules in an unbiased way. Now, some GMs no doubt are guilty of breaking said trust and make all sorts of outlandish rulings that impinge on their players' ability to flex their agency. However, I'd wager there are a goodly number of players who don't truly understand that they need to give the GM the benefit of the doubt, or the unspoken social contract between GM and players becomes broken. Good players don't come to the table thinking they have no responsibility to keep the game flowing, to keep things civil between themselves and the GM, and to foster mutual trust and respect.

There's always talk of "killer GMs" but what about "killer players." What do killer players kill? Campaigns!

Friday, July 19, 2013

End-of-Week Elmore (7/19/13)


I've been thinking about alien worlds of late. At least, worlds more alien than your typical, default D&D setting based in a Medieval Earth analogue. I'm sort of feeling burnt out on the whole elf/dwarf/halfling thing of late.
 
Cat people, as depicted above by Uncle Larry, are an oft-used "alien race" trope, of course. Heck, look at that Legends of Chima show that recently premiered on Cartoon Network. I've been thinking that some alternate race options might be a nice change of pace...
 
But not for my current campaign, of course, which is strictly the old fashioned race-as-class selections of Basic D&D. We're talking the future here, folks! ;-)
 
And I'm not just looking at new races to spice things up. There has to be a suitably "alien" setting to go with them.
 
Anyway, can't write much at the moment. I'm working up a longer post about the "lure of the alien." Stay tuned (oh, and of course there's other posts I've been working on for a while now, so there's THOSE to finish up as well. Sheesh, real life getting in the way again!).
 
Until we meet again, have a great weekend!

Friday, July 12, 2013

End-of-Week Elmore (7/12/13)

"That's it! I'm done! I'm going vegetarian!"

Well met, folks! Not much time to write today. Getting ready for another work trip next week. I am working on a combined recap post for sessions 4 and 5 of my Labyrinth Lord campaign, as well as a couple of posts regarding the GM-player relationship. Until then, have a great weekend, and happy gaming!