Showing posts with label Game Mastering. Show all posts
Showing posts with label Game Mastering. Show all posts

Tuesday, June 12, 2018

Honor+Intrigue: Siren Call-Post Game Report


For almost a year, most of my extra mental energy has gone into the pirate campaign I run using Honor+Intrigue for the last eleven months. The game started without a name initially, but I started referring to it as the Siren’s Call after about a month. Fittingly named after the ship the PC crewed the majority of the adventure. My ten-month voyage (technically nine since I started out as a player) began with the original GM realizing they really didn’t have a satisfactory direction for the game. I was into the idea of playing cutthroat pirates at that point and offered to take over, switching roles with the then GM. I had plenty of ideas for my character and had imagined how his story would unfold. More than that though, I didn't want to see the game end after only two sessions. With that in mind, I wrote my character out of the campaign (I hate DM PCs) and started focusing on telling a good story.

In October, I was going full throttle and was maybe too into the game as I decided I would participate in NaNoWriMo. It was the perfect excuse to flesh out the settings. I’ll be honest I was under no illusion that I would be able to write 50,000 words, plus I had done next to nothing to prepare for it. I did achieve my real goal which was to flesh out most of the setting stuff that needed to be written. Midway through October psyched about the game by the end of the month I felt like everything was perfect and I had all kinds of new ideas to take the game after this maiden voyage completed.

Then I realized that I hate it. I didn’t like the mood or the tone I set out for the game. More accurately, I failed to set. It felt like the players had very different ideas about the mood and tone of the game and it often felt like I was juggling 3+ different stories. 

I try to make a habit of asking for feedback even though very few of the people I game with want to offer any legitimate feedback other than it was “fun.” During one of the sessions, I got feedback that helped me so much and re-enforced why I should continue to ask. The players mentioned they it would be nice if I would be more descriptive.  I had held back on providing any significant descriptions out of fear that it would bore players. So many people complain about horror stories where GM-monologues dumped too much detail on suffering players and how you should show and not tell. To be fair, I occasionally take my interpretations to extremes.

One session, the group started having a conversation about their opinion of what type of game people felt we were playing which got some interesting answers. A player mentioned that it seemed like a straightforward monster of the week. I didn’t want to hear that at the time because I felt like the PCs didn't make much effort to even converse with the other pirates of the crew. After a week or two of thinking on it, I realized/accepted that wasn't part of my plan but was what they were expecting from the game. That was when I decided to embrace that instead of fighting it.

I went with the monster of the week concept and went with a more campy feel with each players side stories. I went with an overly stylized anime side-story for the former Spanish inquisitor, think Fullmetal Alchemist & Vampire Hunter D. A tragic "Cursed with Awesome" origin story for the African witch doctor. I just straight-up ripped off anything similar to Buffy for "the Chosen One" tropes I used for the German mercenary. The pirate queen which I had the most fun coming up with was a bizarre amalgam. It combined the urban myth version of the peddler from Disney’s Aladdin and Mephistopheles if the Devil was Tezcatlipoca.

The game turned around during the second arc. I was in a better place with the game and happy with the new the stories direction.  I still had a few inherited issues and hiccups in the second arc. The players didn't appear all that interested in the story hooks I provided. I dropped a few story hooks after deciding they were too ambiguous. After several attempts, the players were more consistently following the hooks.

A player went lone wolf and missed several things that other PCs would have likely noticed. Several players appeared to decide they would never share any information with other characters. I had to have a conversation with one player about how it was struggling because I had to tell separate stories because characters where avoid interaction with other.

El Dorado was the last story arc. I fully embraced the over the top nature the game had taken on. There were flat earth Jaguar men that pulled people through the ground to the Upside Down. I introduced a masochistic phoenix god that referred to being killed by heroes as its birthday present. The arc was topped off with a visit to El Dorado, a city created by South American neanderthals from the future. In the original timeline, Neanderthals become the dominant species on earth then they ruined the planet in true human fashion. They sent Time Vaults from the future to the past as their last desperate act to save themselves and correct their mistakes. They, of course, failed and the only functioning vault was El Dorado, a resort meant for the ultra-rich.

When it was all said in done, they had killed the “acting” CEO of El Dorado; released Tezcatlipoca from the God Machine powering El Dorado; made a deal with a gin to become a vampire and El Reina Dorado; made a getaway in a helicopter filled with gold jewels; endured fake product placement; and, in the case of one player, Was Never Heard From Again™.

All and all a successful campaign.

Friday, October 17, 2014

Organizing Notes with Mind Maps

I have been following a number of threads and people who have been talking about how mechanics in the game make it very easy to have a plot break down. While this is true I believe if you are going to have rigid plot lines the onus is on you, the DM, to make a plot more resilient to the game mechanics. The response to these has been that some tropes become impossible and preparation time becomes more time consuming.

Both are valid issues however I think the issue of preparation time can be resolved (or at least mitigated) by developing a processes to help speed up the time it takes to turn the idea bouncing around in your head into usable story material.

One of the biggest aids to me I just discovered recently. It is called a mind map. It basically diagram that starts with a word or phase with branches for major categories composed of words or phases related to the idea. These major categories are themselves branched out from by smaller sub categories.

Once you have these ideas you probably will move things around and better categorize them which will help you to better organize those thoughts. Hopefully in the end you have turned your collection of ideas into something more structured and useable.

Here is an example of an adventure I made using the idea of a story based around the song "I shot the sherif." I used coggle.it history feature to show the progression of the mind map.

progression 1
progression 2
progression 3


I have found this very useful in helping me put together adventures. By virtue of going through the process even my most mundane ideas have turned out to be more complex then they would otherwise.
Thanks for reading!

Wednesday, April 16, 2014

The Fate Toolkit - The Horror Paradox vs The Cthulhu Paradox

The Fate Toolkit

The Horror Paradox vs The Cthulhu Paradox


I was reading through the Fate System Toolkit on http://fate-srd.com/ when I came across the section The Horror Paradox in Subsystems chapter. I have many reservations about Fate being a good system for Cthulhu. The Game Creation section of Fate Core all but rules Cthulhu out as a good fit in the section “What Makes a Good Fate Game?” So I was happy to see and read the section on The Horror Paradox.The Horror subsystem breaks things down by working from this premise:

Horror is as a combination of oppressive atmosphere, impossible circumstances, and stark desperation.

With that as the philosophy, It attempts to focus on each of the three elements and how to add them into the game. There are a lot of good stuff and much of it is easy to implement without any huge rules changes.
After more thought, I start thinking that while Cthulhu Mythos is horror, it has an element of suspense that seemed to be missing. The Horror Paradox adds the feel of death, but it seemed to me to like death was a sudden. While this can be true with Cthulhu Mythos, I believe that with Lovecraftian Horror it is more generally a slow descent towards doom. So I think a different description:

Cthulhu horror is a combination of oppressive atmosphere, impossible circumstances, and creeping desperation.

The one thing I changed was “stark desperation” to “creeping desperation.” The difference being the stress tracks. With “stark desperation” it is suggested that the stress track be shortened. The reasons are because characters shouldn't have much of a buffer before they start to break, bleed or go mad.What I propose is that instead of shortening the stress track to instead extend it. With a longer stress track, there is room for additional tiers of consequences. These consequences will be longer lasting and more insidious by nature and by their potential to accumulate. These mechanism help portray that the path towards madness as a slow deliberate one.

Link to The Horror Paradox in Fate System Toolkit – Link