Showing posts with label New WoD. Show all posts
Showing posts with label New WoD. Show all posts

Wednesday, March 28, 2018

Storytelling "Games" Are Different

Storytelling games aren't games, per se. Not in the same sense as a board game like Trivial Pursuit, a video game like Marathon 2, or a quasi-sport like tenpin bowling. The closest term I can find that describes them is an "activity", but that word is so vague and broad that it adds additional time to most conversations, to the extent that one frequently resorts to the term "game" anyway just to get out of the conversational clover-loop.
Me: I'll be running an... activity next Today.
Any human: What kind of activity?
Me: Umm... a storytelling activity.
Any human: What?
Me: A... game, kind of.
I'm not the only one who can't find a more appropriate, generally-understood word than "game" to describe this sort of thing. On the American version of Whose Line Is It Anyway? (one of the few shows I will stop and watch if it's on) the various portions of the show, such as "Dubbing" and "Scenes From A Hat", are referred to as games by the host. There are sometimes rules put in place; in "Questions", the performer is buzzed and has to swap out with their teammate if they can't think of a response, or answer in the form of a statement.

But the penalty for breaking the rules of the show itself - i.e., no content that makes the censor unhappy - is that the "game" temporarily halts, and things are reset to a prior point. (This isn't apparent when watching the broadcast, but watching the outtakes reels like this one can be very instructive - not to mention, frequently just as funny as the finished show.) The rules in an improvisational activity like WLIIA are more guidelines to ensure that "play" proceeds smoothly. This is purely format-oriented and censor-oriented in that show, but in a storytelling "game", tone and agency are also important.

Another example from television is helpful here; in an episode of The Office (again, the US version) where Michael is at an improv class, he frequently disrupts others' scenes by charging in with a handgun and shooting everyone. The other participants generally comply, acting as if they were shot, but are clearly not happy about it; their reactions suggest that this happens even more frequently than the viewers are shown. We've probably all encountered players like Michael, and even if they aren't bad people, they're bad players in the sense of being disruptive - having fun at their peers' expense.

I would suggest that this tends to happen more in storytelling "games" than in roleplaying games, due to the use of easily-bent guidelines rather than mutually agreed-upon and enforced rules, but I haven't had enough experience with the former to be sure; perhaps someone else can offer their two cents.

What's the difference?

But what separates a storytelling "game" from an RPG? An easy distinction is sometimes provided by the product itself; Prince Valiant, as well as most of the World of Darkness lines (Classic, New, and Chronicles), specifically refer to themselves as Storytelling Games. These games de-emphasize rules, suggesting that dice rolls be minimal and that rules be changed or ignored in the service of the "story"; in Prince Valiant, it is even explicitly stated that players have only limited agency.

In contrast, a roleplaying game - emphasis on game - has defined rules that are adhered to, and the emergence of a "story" can be something that is applied afterwards, rather than consciously created by the Referee and/or certain players. The game may not have the same limits as a board or card game, but it does still have some limits, demarcated by the rules.

If a game specifically identifies itself as an RPG, that doesn't mean that the presentation of the rules is geared toward providing rules for a game. It certainly doesn't mean that a particular group will treat it as such. I've been in multiple games referred to as "Dungeons & Dragons", and with a bright red D&D emblem on the covers of the rulebooks, that were clearly being run as storytelling games. I've also discovered that some games, such as Halberd, are too loosely written and full of gaps to function as actual RPGs - but as the framework for a storytelling game, they're adequate.

This does not mean that storytelling games are bad or wrong. A storytelling game can be a great deal of fun for those who enjoy improvisational thinking and character interaction, when the players and the Storyteller "click" and agree on what they will and will not do. (Boundaries are just as important in a storytelling game as in an RPG - possibly more so.) And I've participated in storytelling games that were almost completely free-form, with the only method of task resolution being a Magic 8-Ball (seriously). These were fun, but in a very different way than an RPG.

Neither a storytelling game nor a roleplaying game is the best kind of game, and it's definitely possible to enjoy both. But I think that having a clearer distinction between the two, and making it clear which is preferred and which is being offered, will lead to a lot less friction and disappointment about the game itself. There will always be overly-controlling "Dungeon Masters", narcissistic players, and potato-headed rulebook authors, but if a player knows that they're getting into a storytelling game and is prepared to participate in such, they will be less likely to balk at the lack of risk or the use of fuzzy rules (heh) than if they were told that they were joining a roleplaying game.

I'd replace the title with "Storytelling", but that would make it less clear to most.

Wednesday, July 27, 2016

Games I Will Never Run

Here's a short list of games that I will never DM/GM, for any number of reasons.

AD&D 1st Edition - Confusingly organized, even more so than 2e. I do like the tone of 1e much more, though, so there's a slight possibility that I might run it with a heavy dose of house rules to remove some of the dumber things (like alignment languages, material components, and the massive mess that is the unarmed combat system). I recently met someone who loves DMing it, though, so I wouldn't mind being on board as a player.
 
GURPS (any edition) - I tried to figure out the 4th edition "GURPS Lite" document. I still haven't. I'm not a big fan of point-buy systems in general, and this one is just way too fiddly for my tastes. I would probably not play this one either.
 
Ghost Dog: The Way of the Samurai - I love this book (not surprising, since I loved the movie), and the Tri-Stat system is a bit less complex than GURPS in terms of point-buy. I'd imagine that in play it's pretty fast and simple, but the problem is that I have zero ideas for a modern-day crime game. I certainly wouldn't mind playing it, if someone else had ideas.

The World of Darkness - The system isn't too bad, and my brief experience playing Mage: The Awakening would help me get a handle on things, but I only have one story idea. I'd hate to make everyone make human characters for a mini-campaign, but if players would be up for it, I might be convinced. I wouldn't mind playing, either.

Star Wars (any post-WEG version) - I don't know nearly enough about the universe to make for a satisfying game for the players. My entire experience with the franchise is the movies, some of the video games, and a couple of kiddie novels I read as a youngling. I obviously wouldn't mind playing, considering I already have and had a blast.

Pathfinder (the full edition) - Nope. Way, way too much crunch. Wouldn't mind playing, but I will never upgrade to the non-Beginner Box edition as a GM.

You might notice that D&D 4th Edition isn't there. To be honest, if I had the time or the desire, I wouldn't mind DMing 4e, but I doubt that most of my players would want to put themselves through that. HackMaster 4e is also not there, because as much as I would want to run it (and endure all of the rules arguing and struggles thereof), it's based on the AD&D engine that two of my players hate so much, and few others would want to struggle with the rules.

Tuesday, April 19, 2016

P is for Players

For a role-playing game, they're pretty damn important, aren't they? Some games are designed to be run with no GM - I assume the players form the tabletop equivalent of an anarcho-syndicalist commune - but players are always a must.

With D&D, the more the merrier. Particularly in "old-school" (i.e., before Wizards of the Coast) iterations of the game, having more party members means having more muscle, more bodies to soak up damage, and most importantly (from a gamer's standpoint, at least) a good buffer in case one or two players isn't able to make it. I often end up with only two or three players; in the latter case, it's usually okay, but in the former case I have to concede to reality and break out a board game or something. (Of course, there was that one time where only one player showed up...)

Even a single player might be okay, depending on the system being run. Ghost Dog: The Way of the Samurai is a perfect example; the authors acknowledge in their introduction that adults are usually busy, so the game is set up for one GM and one player. My issue is that I have zero ideas for modern-day crime plotlines. (I also take exception to the idea that character death should never happen unless it's important to the story.) Hell, even for The World of Darkness, the most I can come up with is a one-shot.

My apologies if the last few posts (and possibly the next few as well) are a little disjointed and/or short. Writing two term papers in two days, and a third coming up, have left my brain a little bit tired. I will still be doing my best to stick to my commitment for the month.

Wednesday, September 9, 2015

Haldo!

Hi, I'm Fuzzy Skinner (aka Skinr, or just Fuzzy). I've been playing and running various tabletop role-playing games since high school - mostly in the latter capacity - starting with the D&D Fast Play Game The Sewers of Sumdall (included on the DVD release of the Dungeons & Dragons movie), and moving on to my first 'real' campaign using the Pathfinder RPG Beginner Box. Since then, I've also participated in the following:
  • Basic Fantasy RPG (GM and player)
  • D&D Basic Rules, Moldvay (DM)
  • D&D v. 3.5 (player)
I also own, and hope to one day run and/or play, the following:
  • AD&D 2nd Edition (all hail the Apparatus of Kwalish!)
  • Demon: The Fallen (only as a PDF, which isn't ideal)
  • Ghost Dog: The Way of the Samurai (yes, really)
  • HackMaster Basic (also currently PDF-only in my library)
  • The World of Darkness
Finally, there's one game I desperately want to own so that I can play it, and that game is Prince Valiant: The Storytelling Game. I've searched in vain for it digitally, but the closest I've come is a beautiful OCR'd PDF file... of the Spanish translation. Yes, really.
On this blog, I hope to share some of my roleplaying game stories, old and new alike.