Monday, April 14, 2014

It's All Special Effects

I have regaled you, gentle reader, with a little nostalgia for the roleplaying games I shared with many friends over the years. I have had several of my old gamer friends check in with me, and nobody has accused me of distorting facts or anything like that--not that the story was so detailed or dramatic or controversial that anyone would. However, I did find one little error in my post "The Long Campaign." The campaign I am referring to in this post, the one that went on for so many years, actually started in 1982, not 1981. So now that I have corrected this, I can now sleep more easily. I feel a lot better and I hope you do too.
So now I wish to whip forward to the present time. I have played just a bit since I changed states sixteen years ago, but I have not run a game in probably fifteen, and so it is high time I got a campaign or at least a series of games going again. I have several ideas, in fact. There are several systems I want to try, genres I'd like to play with, and stories I'd like to develop, I hope with some creative players who will help shoulder the task of developing those stories. And while I was thinking about all this, I realized something about roleplaying games systems and genres...
It's all just special effects.
We've all heard this phrase from various friends over the years, usually in a disparaging mode about a movie lacking in story or plot or characterization, but abounding in fights, explosions, giant robots, and Megan Fox. And hey, the first movie effects were lighting and makeup effects to make the female leads look gorgeous. Lead hotties are special effects. But I digress.
Special effects are not a bad thing when used in the service of a good story. They allow us to continue with our suspension of disbelief as the story unrolls, helping us to accept that a man can fly, that a monkey king can leap from India to Sri Lanka, and that Megan Fox can fall for the geek protagonist. And if well done they can make the story seem as realistic and as plausible as anybody's day at work.
Of course, this doesn't work for everyone. A lady I know said she liked The Avengers but she did not like the first Captain America movie because it was too unrealistic. Another said the film Noah was good but somewhat fictionalized. I did not have a response to either comment.
Well, it's time to get to my point. Any worthwhile roleplaying game will either fit the taste of a particular player or it will not based on whether it provides good special effects for the type of setting the player is interested in. A hard-science RPG like Traveller or Diaspora really doesn't have the mechanism to create duels between Force-wielding sorcerers or light-saber wielding Jedi. On the other hand, none of the various Star Wars RPG iterations really seems to have the features to convincingly depict space travel with all its attendant dangers and the technical details of actual space travel. One sometimes suspects that interplanetary space in those games is not actually a vacuum full of deadly radiation; one just shuts the lock, starts up the engines, and flies. Which is groovy in a space fantasy, but doesn't offer a glimpse of the way real spacefarers have to operate their ships and perform maneuvers outside the ship. In either case If one is not playing with an appropriate system, one will not get to experience those exciting scenes that one want to play out.
The writer Steven Brust has said that his critical theory as a writer consists of this: "Let me tell you about something really cool." This may be the best aesthetic approach I have ever heard of. In Brust's case it really works. And I think that if modified slightly, it can be applied to a roleplaying game by any GM: "Let me help you experience some really cool moments." What moments would you want to play out in a game?
I have a few. I would really love to have my character hold off a horde of baddies at a bridge or other strategic spot while the rest of the party are able to escape. That will either result in a narrow escape or more likely a noble death. A good game for me would allow that kind of scene--that kind of special effect.
I have always wanted to infiltrate an enemy-occupied planet by gliding down from orbit in a stealth infiltration vehicle. Very dangerous and very tricky. A good game for me would make that sort of action come alive.
How about a Man Who Would Be King type special effect that could make it easy to play a scenario in which uniting the tribes into an allied force and opposing the enemy was the goal. And for it to be a good special effect, it would have to make that fantasy plausible.
The same applies to genre. If I want to use my will to summon a fireball and send it to devastate my enemy, traditional sword and sorcery fantasy would be the genre where that kind of scene can best be experienced. But if I want to experience tinkering with arcane devices and gearing to create a flying machine, a steampunk game is more likely to satisfy me if those sorts of actions can be made to come alive. If I have players who want one and others who want the other, the genre has to be able to contain both.
There are some game systems that don't make any of these things seem particularly real because of extremely abstract mechanics or just a failure to make it interesting, but much of that can be remedied by a good GM and by good players. The key elements are first that the details have to be there: description so that the player can feel like he is experiencing that dramatic moment. Second, the player has to feel like he or she is in control of the process of casting a spell, winning a battle, or navigating a ship, and this means that his or her choices have to be important to the outcome. Third, no matter how successfully the character achieves his or her task, the danger of failure and its consequences must seem real.
So again, does your game system and genre have the "special effects" to make your players's dramatic moments come true and seem real?
This is directly related to what I call the "Game Compact" which is what we will be discussing next.

Tuesday, April 1, 2014

Russell becomes a Traveller

Ludophilis: I have earlier described the almost magical impact that the original LBB version of the Dungeons and Dragons Game had when I first laid eyes upon it.

Just a few years later—it all seems about the same time, and looking back from the age of 55 at my teen self, I realize it was—I was browsing at The Legionnaire and there was another boxed set of little books very much the same size and format as the D&D LBBs. It came in a shiny black box with red printing...do you remember?

Yes. It was Traveller.

I stared at that black box a lot over the next month or so. Since it was closed up, there was no way to look at the contents. It came in three books...well, that was almost traditional. It promised a roleplaying game for science-fiction adventures in the far future. That part was great as I have always been more into SF than Fantasy, though I do enjoy both. But what was actually in those boxes? It was, quite literally, a black box mystery.

I asked the owner of the store, Paul, what he knew about it, and he said it looked good, and several people were excited about it, but nobody he knew had actually played it. No one likes buying a pig in a poke, but back then everything , no matter how crude, was grist for the role player’s mill. We were all just making it up as we went along . That was half the fun right there.

I decided to risk the ten bucks or whatever to buy it. And I ended up opening the box in my car. And I was amazed. It contained something I had never seen before in a roleplaying game: professional typesetting. And okay art.

I have since definitely seen better layout and sexier graphics, but back then everything looked like it had been laid out by enthusiastic amateurs using IBM Selectric typewriters, probably because everything was laid out by enthusiastic amateurs using IBM Selectric typewriters. But this Traveller game was different. The more professional, consistent layout and real printers typeface meant that these GDW guys were serious. And everything about that game seemed serious while at the same time promising that one could run any kind of far-future space adventure.

There was no magic, but there was Psionics, though it was a repressed practice.

I played some trading games, I even did a sequel to the Star Wars films just out by having Luke and Leia’s daughter hire the adventurers to find her missing Uncle Luke. I had to plug in all kinds of Force stuff—but it worked!

Forget that they omitted any task resolution system at that point (They presented one later). Forget that they were weak on giving examples. Heck, forget that the name of the game misspelled “traveler.” It was a fun game, held up well as they years went by, and looked and felt better developed than a lot of the games out at that time. At the same time, the gaps in the game system were something we were used to. That’s just how RPGs were!

I still have my original Little Black Box and its three original books, covers scuffed but essentially sound. The $9.95 I paid for that game was and will probably always be the best value for money I ever received in my life.

Let’s sip ahead a few years to college; actually, to my grad school years. To keep costs low and my focus appropriate, I was living in a dormitory while working toward my master’s degree. Yeah, so what, I was uncool; tell me something I don’t know.

At the start of one year I met a guy who lived in the room next door, which meant he and his roommate and my roommate and I all shared a bathroom. He was an affable, intelligent guy coming back for his MS in Civil Engineering named Russell Iwasa. Russell and I hit it off directly. We went down to the dorm cafeteria for dinner and over dinner we discovered we had a love of good, funny, brainy SF and adventure stories, in fact, a of of books and authors were mutual favorites.

Encouraged by this meeting a kindred mind, I then asked the big question, “So—what roleplaying games do you play?”

He looked puzzled. “What’s a roleplaying game?” And he was serious. Well, they were still kind of obscure, especially in Hawaii, but someone who loved SF and adventure stories was the sort of person….

“Oh, Russell. Oh, oh Russell. Oh my God! After dinner I have something that I just have to show you.”

His brow furrowed “Okay,” he said cautiously.

Well, given Russell’s love of SF, it had to be Traveller. And as promised, I brought the books to his room, showed them how the game worked, showed him how the character generation system was almost a little mini-game in itself.

And he liked it. Hey Russell! He asked if he could hang on to the books overnight.

The next morning we met up in the cafeteria. Russell looked a little tired. He admitted to having stayed up late rolling up characters. (I had also loaned him dice.)

“Really?” I asked him? “you look a little tired? How many characters did you roll up?”

“Forty-one,” he replied. “I never did go to sleep.”


Russell and I played Traveller and many other games over the years. He ran a Traveller game that was great fun. I’ve lost touch with Russell, but I will never forget how immediately he took to Traveller.