Tuesday, May 26, 2009

I have altered the Deal. Pray I do not alter it further.

There are many iniquitous practices in the world of gaming. People pursue them out of all manner of sickening motivations. Some cheat. Some fuck over newbies. Some eat a gallon of chili before game time and wear shorts. Some offenses are egregious. Others you can live with. Those of you who read this blog have heard me rail about such things. The universe is unfair enough without such everyday perfidy

But such calumny is hardly confined to players. I was reminded of a particular practice this week. I won't go into specifics about what triggered the ugliness. But I will tell the tale of the first time I encountered it.

In brief: I saw a game master change the rules of a game, without consulting or even notifying the players of that game. He basically decided to get rid of the Vampire players in his larp. He decided that vampiric powers and disciplines didn't work at all during daylight hours. He didn't tell any of the Vampire players this, but somehow the word got out to the various people playing hunters. Imagine that.

Now, he had an excuse. He mentioned that since Vampires didn't hang around during daylight hours too much that they didn't really know. But I'd been playing a vampire in the game for 36 years of game time. I think it would have come up at some point. And if I know about it, then other vampires did.
But beyond the fact that his explanation had massive holes in it. It robbed me and many other players of the ability to make informed choices. My haven's security would have been markedly different from the set-up I'd had previously. The only reason a friend of mine survived when the hunters came for him, was that he was markedly more paranoid than I and a goodly portion of his haven was built around the fact that he was quite a bit stronger than a normal man.

Needless to say, it was a breach of trust. It was discovered on the same night that a bunch of other shit went down that was causing some bad-blood in the larp. And in truth, it wasn't the straw that broke the camels back. But it certainly added to the load.

I have mentioned in the past how important trust is to gaming. If you enjoy gaming,and wish to continue to do it. Do not do this. I am perhaps most charitable insofar as I simply left the game never to return, and in days afterward, chalked the whole thing up to a mid-life crisis and a crumbling marriage. Sure. Easy to have some temporary insanity during all that. But among my friends, the dissolution of that game is still, better than a decade later, a sore spot. And there are friends who still have significant, burning, vituperative, viscera-curdling hatred for the GM in question.

When a GM does this, he is essentially saying to you, "I have just wiped my ass with your trust."

In fact, the whole mess causes a failure of imagination in me. So, I had to enlist others in helping me to find a name for it. Suraya came up with the closest thing to what i wanted. Which was "Term Jerking"
To me, Gaming is a form of social contract. Trust is broken when someone changes the terms of that contract.

The other title was provided by the folks of RPG.Net along with the title of the article. "Bespin Gambit" Which makes sense if you know the context.

Sono Finito

Friday, May 08, 2009

Once again, you can ignore this if you want


A picture to host for my Dark Providence game

Saturday, March 14, 2009

Reset Blues

As of this writing, The Camarilla is going through a reset in their global chronicle.
I am watching this horrible thing play out and as a veteran of a multi-year campus vampire game, which has gone through multiple resets and i'm going to go on record.

Resets almost never EVER fix the problems they are meant to fix.

The main reason why, is that it is somewhat rare in the first place to truly understand the EXACT reasons why you might be resetting the Larp. A lot of that comes out of a feeling that a particular scene is played out. Sometime it comes from players and sometimes from GM's. But you know, if you feel like you've painted yourself into a corner. It's up to you to fix that for yourself. Causing a reset because you're bored is like setting the house on fire, so you can toast marshmallows.

Sometimes, you might reset a game because of power creep. This is actually a valid concern and sometimes is a good reason for a reset. If you've got a game where low powered newbies can't actually hit any of the antagonists because they are so beefy, in order to slow down the power players. Then, a problem truly does exist. But in truth, Power creep can be handled in a number of ways. Capping EXP for the higher powered players is one way. Another way might be to create a hard limit on experience so that once a PC becomes a certain power level, he or she becomes an NPC. Face it, once you've garnered a huge wodge of experience to the point where nothing and no one is a challenge, you need to fade into the background. You certainly need to stay out of plots made for much younger players.

Sometimes, you call for a reset in order to fix broken rules. Naturally, this is a source for much squeaking and beeping from every single player who perceives that the rule change works against him. But that's not the worst part. The worst part is that rule-sets are like jenga blocks. There is literally no way to tell how a change in a single rule is going to affect the myriad little rules hanging off of it. It's a recipe for disaster. I should know. A re-write of Masquerade celerity nearly cost me my sanity and all the color in my hair.

Sometimes, you go for a reset, because you're going from one game system to another. Like Masquerade to Requiem. An announcement that Gehenna is really coming this time, was like unto a death knell for the game i was running. fully 40% of my players just stopped turning up. Charitably, I'll say it was because the characters were so loved that the players didn't want to see them hurt or slain. Personally, i found it all a bit chicken-shit. But that's the way it shook out.

In any case, Resets cause all sorts of stress. Rarely fix the problem. and frankly aggravate the people who are putting time and effort into building the game world.
Calling for a reset, when other people are still playing in and building in that world is a bit like pissing all over their parade.

Me. Well. I've written a book based on a character and a second book is nearly finished. These are projects that i've done because i was having fun and i wanted to share some of that fun with other players who might enjoy it. Not to mention the work that i've done making the local Requiem game as wire tight as i could. Proponents of the hard reset want to trash my work without so much as a by your leave. Thankfully, the Camarilla is only doing a soft reset. So i get to keep playing
The Pinkster. But there are a lot of Hard reset proponents out there among the old guard of players.

Frankly, it's times like these when the drama of these situations is enough to drive me into the hinterlands.

Thursday, January 01, 2009

Get Visual!

Sometimes, People write me and ask me questions.

It's true! I'm not making it up!

Hey Pete, it's Del again.
Feel like tossing me and the ST's of my game a little helping hand?

I'm running my first official Elysium (well, technically a salon, since it's not the permanent location), and it's going to be a slobberknocker:
http://img518.imageshack.us/my.php?image=5f64rw2.jpg
BITE NIGHT, a friendly battle between the kindred of Tampa. Some IC stuff:

"We've all secretly wondered it: Could I take him in a fight? Would she destroy me in a brawl? Well now, with the help of my good friend Craig Forist, the most esteemed leader of Clan Brujah in the city of Tampa, Eric Skye of Skye High Productions is pleased to present... BITE NIGHT, a no-holds-barred battle among the city's kindred, in a safe and controlled environment where we find out - without that messy business of Final Death and all - whether you really are a bad enough dude to save the President.

Interested? Maybe you're not yet, but Mr. Forist has been kind enough to offer up a major prize for winning. I asked him to be more
specific, but he cagily replied, "Don't worry, it's gonna be Major!"
Here are the ground rules [OOC Stuff in brackets after each bullet]:

• It is one-on-one combat, in a caged ring. Two kindred enter, one leaves.
• Everyone starts on an even playing field. Vampires enter the ring with 5 blood from their pool; the rest is set aside for either the
next round or the rest of their night. (You make a note to the ST there how much you had before, and you get the balance of [5-your
total] after the fight)
• It is a battle until one vampire relents. Either through crying for mercy, tapping out, or simply falling unconscious, but when the
fight's over, it's over. (Battles go to Incap, no further)
• This is for bragging rights and the night's prize only, not grudge settling. NO TORPOR! Taking things too far and putting an opponent in Torpor will immediately disqualify you from the tournament, and additionally you will owe the office of Keeper of Elysium a Major Boon for disrupting the tournament and engaging in unsanctioned violence in a Salon!
• Winner moves on in a bracketed tournament, and you will have some or all of your blood pool refreshed in between rounds (if you advance).[There will be additional blood available for winners to replenish between rounds]

If you're interested, stop by the offices of Skye High Productions during the week. We're in Club Underground, upstairs. Just mention
'BNR1' to the doorman and he'll show you up [email me at tendrilsfor20 at gmail dot com to get on the list]

I'll see you all at the fight! Let's get it on!

Eric Skye neé emcee Up-Roc"

Now the OOC:
I am working with the Storytellers right now on an ersatz "sub-health- system" so people won't be crippled for the night/torpored
while still getting to compete and show off those sexy dots on their sheet.
There must be some way to voluntarily only use part of your health levels, assuming all parties agree to it, so that we don't end up with half the game torpor'd from a little diversion.

Any thoughts? This is happening this Saturday.


Now I'm going to talk about specific advice first and then more general advice later okay?
I've seen this idea turn up in at least a couple of places. It's a good one. It has mileage to be gotten out of it. I cribbed the same idea from a short story about vampires entitled "Dancing Nightly" We've used it a couple of times and here are some bits of general advice:

1) I like the idea of short rations of blood. It keeps the fights short. You might amend this on the fly, if it seems that the fights are TOO short or are triggering too many hunger frenzies. Also, it's good that you keep the battles to one on one.

2) Have the combatants tape their mouths shut with duct tape.Literally wind duct tape around the kindred's head at mouth level a couple of times, This prevents a hunger frenzy from getting very far and prevents vampires with dominate and majesty from hosing their opponents. Won't prevent animalism or nightmare though.

3) Force players who wish to participate in combat to provide you with a 3x5 card with the following information:
-BP, (the pool of course is five, but they may be able to spend more than one a round.
-Disciplines
-Combat merits
-defense
- all of their combat attack pools PREFIGURED
-Frenzy check pool
-Initiative
This gets the sheet out of the players hands for the duration of the combat. You will essentially be running combat.
Make a mess of these cards up ahead of time. It'll save you some prep.

4) Allow the players involved in combat to mark the movements of the combat in slow motion. It'll be nice and visual and will give the people watching something to look at.

5) Have at least one NPC who is keenly interested in betting. If you can cozen a few players into doing the same, then the action in the stands will get as heated as it is in the arena. It wouldn't hurt to have some covenant pride going on, it also wouldn't hurt for there to be side prizes being offered to winners and good losers.

6) Station 8 ghouls with shock-sticks and armor around the perimeter of the cage. Have a magnetic lock on the cage door which can be gotten open by the press of a button.Have that button held by the "Proctor" Have a fast-blood delivery system in case of a mishap. (Like an enormous syringe filled with blood. That way, the medical team, does NOT have to cut the tape to get the blood in the kindreds system.

7) Have at least one Mekhet acting as "Proctor" to keep an eye out for cheating, Don't tell anyone that this is happening.

8) Make certain that the competitors blood as well as a large store of animal blood and human blood liberated from a blood-bank are on hand to provide healing to competitors.

9) I wouldn't worry too much about the sub-health system. Give your players an opportunity to role-play daunting injuries for the rest of the evening. Since the promoter who arranges the fight wants to make sure that the fighters get home undamaged, he can also provide a secure means for returning to their haven. That way, nobody gets jumped after the fight and the subsequent party.

10) Make sure that there IS a subsequent party. Fete the winners and if the losers showed good sportsmanship, honor them too. Make certain that those who cheated, showed poor sportsmanship, or frenzied get stripped of status. That's Harpy territory. talk it over with them.

11) If you're feeling up to it, you can even pre-script some of the fight action. This is especially good for NPC/NPC fights. and obviates a lot of throwing chops. Can even be useful for bringing in certain plot elements. ("Dude! I had no idea the old man was that FAST!")

12) In case you don't have a lot of takers right up front, schedule an undercard of NPC ghoul fights. This will hopefully get them into the proper spirit of things. Get a couple of players to play NPC's and have them do the slow motion fighting stuff while you narrate to the crowd. You might consider asking your player base if anyone has any experience in Stage Combat. It might be worth the time to have that person teach a small class on that stuff for the next time you do something like this. Although, it's probably too short notice for this Saturday.

Now... A lot of the advice i give above, is to help with certain specific elements of a set-piece fight. Set piece fights are different from ordinary fights in larps, because you have a pretty good idea of how they're going to come out before they even happen. The main point of lot of the advice above is to help make the fight itself into a something very visual.
Visual events in a larp are very important. No one wants to sit around watching two guys throw chops all night. That's about as exciting as watching flies fuck. Granted, it's a different story when YOU'RE the one in the arena, or you have something riding on the outcome. But, if the fight is more visual, it's also more accessible to people who aren't as involved.
Visual elements also help people get out of the mindset of whatever dingy venue they've managed to scrounge up for the evening and into the vibe of being in another place, possibly another time even. Visual events and set decoration can cue the mind in subtle ways and aid in the creation of suspension of disbelief.

Well, actually. Now that i think about it. Since larper are both actors AND audience, maybe that ought to be suspension of SELF.

In any case, anything you can do as an ST or as a player to up the visual and dramatic potential of a larp, helps the overall performance of the larp itself.

Sono Finito.

Wednesday, December 31, 2008

The Sneaky Bastards Guide to Animalism

On occasion, you run across a power or ability in a game that causes a compete failure of imagination. It's fairly easy to come up with interesting and useful applications for things, if it fires your imagination. But when you get right down to it, some powers leave you cold.


The best way to handle these situations is a little directed thinking. Sitting down with the book, reading the power over and over and trying to think of situations where the power might become more useful than for the most simple applications, the kind that you see all the time.


The project du jour is Animalism. I've seen a few interesting uses of this power and come up with a few myself. So allow me to share a few that hopefully will have your GM's scratching their heads and consulting the book to see if you can actually DO that sort of thing.


Guard Duty(Body):

One of the more common ways that animalism is used is to press gang animals into service as haven guards and body guards.

Body guards of an exotic sort will be problematical in the modern world. One can't just go swanning about with animals other than Dogs in most places. And even so, if you come rolling up to the club entrance with two large pit bulls they might tell you to piss off. If i were the bouncer of a ritzy establishment, I certainly would beat the shit of a door guy who let a dude with pit bulls in. You might get away with it, if you're blind or can convince them that you are, and that your dog is a Working dog.

As a Keeper of Elysium, i would be similarly ill disposed to allow animals into the premises whether the bringer was a Ventrue or a Gangrel. It's simply too easy for something to get out of hand. And if your animal bit someone, that could be construed as an attack.

Body guard duty is a bit impractical unless you're expecting direct trouble coming your way. Then, it's perfectly alright to rouse up your small army of ghouled gators, boars, wolves, junkyard dogs, or what have you.

You might however get a bit of mileage out of passive forms of guard duty for your animals. A sneaky bastard type might be able to get a coral snake to "nap" in his pockets. Which would certainly be a surprise to any light fingered types, and in a tight situation, you might even toss the snake into a person's face. I even think you might be able to create an Animalism/Resilience devotion that would enable you to pull the "Thulsa Doom Trick" of straightening a snake, and shooting him from a bow like a poisoned arrow. I could even see a Sanctified Gangrel or Ventrue doing something similar to an old school D&D "Sticks to snakes" spell. Except the snake would be a snake the whole time.

Sure as hell doesn't show up on a metal detector. and if asked, you can truthfully say that you didn't bring a weapon.


Guard Duty (Haven):

You should probably own the place. You probably don't want a huge boa constrictor or a puma guarding you if you live in an apartment. Also, certain types of animals require licenses and immunizations. But let's be honest, hosting a party at your home with a puma strolling around accepting ear skritches from guests, makes a certain impression.

If you care about your animals, make certain they understand what to do in case of fire, and how to get out. You might want to take some extra effort to camouflage your dog door or puma door, as the case may be.

With enough resources, one can conceivably have a number of animals in ones home. Perhaps the pull of a single lever, might release them all. Won't that be fun?

You can even, with some preparation, have animals guard you in a torpor. I can't think of a more secure place to sleep off some time, than in the soil at the back of a cave full of bears.

Even passively, animals can be used as a sort of burglar alarm. The English have been doing it for centuries with geese and ducks. Put a pond near your home and you're pretty much in business during the warmer months. Chickens can be used for this same purpose. and chickens have the added bonus of being dumbly aggressive.

On more than one occasion, my players have run headlong into the fact that my antagonists had gone to a small amount of trouble to make nice with all the neighborhood pets. In at least one case, the Gangrel in question had gone to the trouble of making sure that no one could set foot on their mountain without them knowing in minutes.


Search (and Rescue?)

Now a lot of players seem to think that Animalism is a great way to look for people from the air. This is impractical for a lot of reasons. The short attention spans of most birds, not to mention that there aren't many nocturnal birds suited for that sort of work. Sure, you can command whole clouds of pigeons, but they won't be as useful to you as one owl. Unfortunately, owls aren't nearly as numerous as pigeons, and so you won't be able to do any kind of picket-fence surveilance of a city with them.

Animals also don't sense the beast in the same way kindred do, so some kindred might slide by detection in that way. Plus, animals acting oddly usually tip off the subject that they are being watched. Crabby sorts will take a shotgun to them.

and the ability to compel an animal will only go so far.

Rats are useful for finding specific things as long as you're dealing with underground spaces. While their utility at scouring a city is limited they can be used to great effect in order to sense incursions from the surface world on the underground world. If nothing else, they can tell you if the public works people are working in and around your underground haven.

The best way to use Animalism for search applications is with dogs and other canines. Such animals have incredibly strong and sensitive olfactory apparatus. A properly trained dog, could tell you not only that a kindred spilled blood here in this crime scene, but if you bump into him before he's had a proper wash, the dog might be able to ID the perp.

Dogs, wolves and other canines can also track across great distances, This is of limited utility in an urban environment, but they still use dogs to find drugs in large airports. So your mileage may vary.

Interested kindred with the right sort of attitudes might be able to have dogs track and harry prey for practical, or in the case of certain covenants, ritual purposes.


Recon

While flying animals are not so hot at tracking across a city, they are a positive boon when it comes to recon on a specific targeted area. It's usually best to stay away from large and obvious predator birds, regardless of how cool they may be. You'll get noticed more often if you recon bird of choice is a raven or a hawk than if it's a bird that is far more common in your area. I mean, who's going to look twice at pigeons or sparrows?

You should also consider ground recon as well. You can probably get some intel out of the target area if there are trees, as long as you have a squirrel or two to work with. Paranoid kindred who clear trees from their house in a wide circular areas (Called "kill zones") might still be vulnerable to intrusion by a garter snake, and such a creature is unlikely to set off Geo-phones or other intrusion counter measures.

In fact, I am reminded of a number of occasions where animals where able to invade my grandmother's house via the dryer outflow pipe. a few times, they were frog. Little teeny buggers. The whacky thing was, they looked just like the floor, so I only saw them when they moved in my line of sight. Don't know if they had chromatophores or if they were just the same color as the tile. On another occasion, the animal in question was a two foot long black snake. Which i had to kill with a rake.

A house is rarely impenetrable. Once, we lived in an apartment where the pigeons had managed to get inside the attic. There was a small hole into the top of the closet that housed our water heater and they would get in. I became very very adept at catching pigeons, before the kitties could do so. (Tip: use a towel.)

Small animals can exploit plumbing and HVAC systems in a number of ways to get inside of a house. After a certain point though, you'll know what you need to know, but it might be worth it to continue, just for harassment's sake.

Another way in which you can use this basic application is getting the animals to help you map a certain area. learning landmarks, Helping to find underground areas, Stuff like that. Could make cartography in a particularly non-urban area fairly easy. In a place like my home state, a quick word with the local animals might help you locate mineral deposits, toxic waste, sinkholes, and a dozen other things, as long as the animals know what to sniff for.


Training:

Animals that will take training are a positive boon to users of Animalism. When compelling an animal, you have to make them understand what you want and why you want it. But animals that will take training can understand that you require certain behavior from them even when you aren't around. And if you're smart, you can help them learn to do things that animals don't normally know how to to do.

Say i have 5 attack dogs. Say i've chosen a pit-bull/rottweiler mix for maximum ferocity. Pit bulls also can breathe through their nose while latched onto an attacker. They are the only breed that can do this, which adds to their utility in this regard.

So i've got dogs roaming around, peeing at the fence-line to scare off smaller predators and herbivores. Let's say you and your bunch of dudes come round to my place to roll me,

But if I am intelligent user of Animalism, Not only will i have trained my dogs not to accept food from any hand but mine, i will have trained them to move around singly or in pairs. In addition, i will have trained them to bark during a frontal attack. but not to bark during a flank attack... What this means, is tactically savvy doggies.

One or two who will bark when they site prey but the other three who will not bark as they flank the targets, and before you know it, they'll be on those dudes, like cheap on a K-mart.

Another application for this is training horses. Horses are skittish animals, but with proper training and reinforcement can be a positive terror on the battlefield. Some older kindred know this, and may keep a ghouled horse around for open warfare, should that sort of thing come to pass. A properly trained horse might even be able to put an iron-shod hoof in the face of a nosferatu attempting to cow it with Nightmare.

Another application would be the passing of extremely covert messages. Carrier pigeons can move messages about, but a properly trained Mynah bird could deliver the message directly to the user, even mimicking the speech patterns of the sender. All your target needs is a window. If the kindred on both ends have Animalism, then the messages length and complexity are no longer an issue. Even less so, if the animal is possessed by it's sender. In effect, that then would become a kind of low grade telepathy. Or at least would greatly facilitate informationally dense communication.


Body disposal;

Not everyone has access to sharks,alligators, piranha fish, or even ill-tempered sea bass. And if you do, great, good on you. You're probably a not very frugal Ventrue with an Ernst Stavro Blofeld fixation, and a small white kitty that you stroke while planning your dastardly deeds.

But you hardly need that, while you might want to keep your DOGS from eating people of a regular basis, you might consider your HOGS a different story. I always joked that i'd have a character one day with a closet full of ghouled pygmy marmosets. (Which is a type of tiny monkey, no bigger than your fist. ) Just toss the living or dead person you want to be rid of in the closet ,and shut the door. Odds are good they'd strip the flesh from his bones as fast as piranha could.


Urban Warfare:

While pushing around insects isn't exactly easy it can be damned useful if done with an eye toward working with their natural instincts. Tiny critters means tiny tiny brains, so you can't really do much out of the ordinary with them. But with the right work, there is nothing better for a long term urban harassment campaign.

You might have to take a specialty in Animal Ken for insects, and to do intricate work, you might even have to subsume an insect and direct the work from inside the hive as it were. But one wasps nest, or a batch of brown recluse spiders in the right spot can make an entire corporate building or apartment building uninhabitable. I mean seriously. Think of the lawsuits.

I bet that snooty elder who lives on the hill is real proud of his ancestral manse. Wouldn't it be an awful shame, if he got a bad case of termites. Especially termites that had been directed to feast in certain....LODE BEARING...spots.

There are companies that sell insect eggs online. You can drive the other kindred's animals to distraction if you plague them with fleas, ticks, mites, and nits. Might make his house damn near unliveable.


Crossbreeding:

Certain animals have desirable characteristics. With blood, and time,and judicious use, you can crossbreed certain species and enhance those characteristics. Mortal horse breeders have been doing it for centuries. Dog breeders too. Suppose someone with the right attitude and tools decided to breed snakes for greater venom toxicity, and toads for greater hallucinogenic properties. How about hedgehogs with a decidedly aggressive edge? And Animalism certainly makes the task of milking poisonous animals for their venom a good deal easier. Certain types of animals even deliver contact poison, (Spitting snakes, certain frog types.)


Animal based jobs:

If you have to pull up stakes and go somewhere else, getting back on your feet monetarily might be fairly easy if you have animalism. You could get a job as a third shift animal control officer. Keeping some of the more exotic and vicious animals for yourself. You could get yourself a job as a horse trainer or horse "whisperer" which for a vampire is nearly ideal. Almost all of those jobs are paid under the table and are done in the EARLY morning hours.

With the right knowledge and forged credentials, you could have a semi-lucrative veterinarian practice. You might have to hire on an actual vet to take care of cases during the day, but if the calf is foaling in the middle of the night, You could be the guy the farmer calls at 3 am.


Spies on the street:

While most animals are not adapted for urban areas and most domesticated animals have very circumscribed limits on their movements, It is not impossible to create a spy network in a city with animalism. Squirrels, pigeons and badgers have all become acclimated to urban areas and move around in nearly all season. One could even pair them with a human partner, someone trained to interpret their behavior, or even a homeless ghoul trained in the use of animalism. Such a buddy system has many many intelligence gathering use as one can go where the other cannot.


Distraction:

While it is technically a slight fracture of the masquerade, calling up a shitload of pissed off bats, like Batman does in "Batman Begins" is an excellent distraction and/or getaway plan.


War form:

Once you've reached a certainly level in animalism use, you can of course put your soul into an animal and move about in daytime, if you like. Marry this ability to earth melding and you are fairly well secured to do so. This means that any animal in your menagerie can be possesed by you as a way of defending your lair. If i was you, I'd keep a bear around. Or maybe a mountain lion. And since you can use your animalism in animal form, you can make yourself the Alpha wolf, and command an entire pack.


Food:

Lest we forget, Animals also supply blood to hungry kindred. Granted they aren't as succulent as humans or other kindred. But in sufficient bulk and with the right tools and storage facilities, you can not only feed well, but develop enough overrage that you can feed other kindred. I'm certainly not talking about snacking on squirrels, but what's to stop a kindred with a little bit of money from starting his own cattle ranch. You could have a pig farm. If you really want to spend money, why not a full on horse farm. even a rabbit, sheep, or chicken farm can supply plentiful warm red food, and can also supply incidental commodities.


Frenzy management:

In order to evoke a frenzy or cool one out in another kindred, you must be within line of sight of the kindred in question. While you can certainly insult a kindred into a frenzy, or talk him down, Neither need necessarily be done by making any outward sign. This can lead to all sorts of sneaky work if played right, but if you get caught doing so in an elysium, it can be bad business. Not that Auspex immediately reveals it or anything. You can even do so while possessing the animal ghoul of another kindred. (which is another reason that smart keeper will want to keep animals out of Elysium.

You might even work with another kindred to provoke a frenzy. The other kindred insults or provokes the kindred, ostensibly with some minor cutting remark, and then you tag them with the Animalism sending them over the edge.

You might even make a case, that you could use the 5th dot of Animalism as a kind of preventative frenzy maintenance, cooling the fires of the passionate vampire nature, BEFORE stepping onto the political stage, That would also provide some preventative bulwark against sneaky pricks trying to push you into a frenzy at court.


If YOU can think of more sneaky bastard ideas for Animalism, I encourage you to add them in the comments below. I will be giving out sick twisted bastard points for the most creative.


Sono Finito.

Friday, August 22, 2008

Down to the Felt

Posit: There is no such thing as a role playing unless there are emotional stakes involved in the game. Ergo: Other stakes are essentially meaningless.

Life is a gamble at times. There are times when you feel as if you have only one chip left, which is the difference between a steak dinner and a cab ride to the Vegas Airport, or going hungry and thumbing it. Never mind, the problems you'll face when you get home. That one last chip is all that stands between you and utter misery for the rest of the night...

And yet. It is also the one thing that could open the door to getting it all back. This kind of thing could be considered the beginnings of madness, but it could also be that part of the Legend that you decided to step into when you put that last chip down and took the dice into your hands for one last roll.

Gamblers don't gamble for money. Oh sure. money comes into it. but it's not the primary reason. It's the emotional roller coaster. Nothing in their lives seems to have as much punch as the wild ecstatic emotions that you can find at any game of chance, especially when the stakes are high. Problem Gambler have the additional problem of being addicted to these highs and lows, and being unable to find that same wild ecstasy in anything else.

As a player and ST who hews to the aesthetic that Role Playing is a form of collaborative improvisational art, I am of the opinion that Role Playing, as an artform, is all about the emotional lives of the players and the NPC's.

You've heard me go on about investing in your character. This bit of understanding is one of the very basis's of making a character get up and live. And the main reason why is, it's all up to you.

That gun in your hand is meaningless. Unless it means something to you.
Those powers you've acquired are meaningless unless they change something inside you.
That mansion you are watching burn is meaningless unless it was the home you grew up in.
That pulse in your characters heart is meaningless unless you decide to find some thing in the world your willing to risk it for.

Combat is a distraction my young Padawans! The only problem that combat presents is that it if you die in the middle of it, you'll be unable to finish your character arc. You do plan to GO somewhere with this PC of yours, right?
As a result, most combats that don't involve some sort of emotional stakes tend to be dull as dogshit.

Don't even front. You know it's true.
But get a player on the right day, give him a premise that resonates with him, and he might just look up and connect. He might just get all invested in SAVING THE GODDAMN WORLD!

And when that happens. Well, there's just no telling what they'll do. How they'll go.
Whether they'll put that last chip on the felt and say, "Let it ride."

So. The reason why i bring this to you, is because, essentially, i am perhaps becoming a little more permissive in my old age. I still understand the concept of "Game Balance" But it's largely meaningless, except as a kind of fence, to keep unruly players who haven't grasped the larger truths from tearing up the whole sandbox.

Lately, people approach me and ask for things, I am, for the most part inclined to be indulgent. I'm not even really asking much in the way of justification or anything. If it's an off the shelf thing, sure, have one....Hell. have six.
I'm more interested in where you are going, and what you plan to do, rather than what's in your damn pockets. God knows, i'm more than capable of stripping it from you if I think it will serve the story.

And if it doesn't hurt when it's taken away, then it was freaking meaningless in the first place right?

Here's a tip: if you're playing a character that's an orphan with no friends and has no personal hobbies or obsessions, then essentially, your character is meaningless. This is not to say that you can't BECOME meaningful, but some people, equate detachment with coolness. Problem is, you have nothing to hang on you until you CARE about something.

And these days, it's just not cool to care. Which is a philosophy that i VIOLENTLY disagree with. Piss on that cynical crap. Caring is the only thing that enables this world to freaking turn.

And if you don't care, you can't risk. If you can't risk, role playing is much like a broken pencil.

Pointless.
Sono Finito.

Monday, August 04, 2008

Favoritism

As of this writing, i am both a VST in our local Cam chapter AND i've just been named head Storyteller for Wanton Wicked. As something of a lone wolf, i find this amusing simply because my i have a streak of Alpha. I gravitate to positions of authority in my community, but i refuse to compete for them. It's weird, but I tend to find myself calling the shots.

In my Cam chapter, most people know me, and they know what to expect, but my Chat gamers don't know me personally. Well, the bulk of them don't. There are a few that have come to play simply because i like it there and i talked it up. So, Being made Head ST there, and in a relatively short amount of time, i felt it important to make a post in the fora about various ideas and attitudes that i had about GMing. This was to be a basic distillation of my philosophy of gaming.

Yeah. I hadn't really thought that through at all. Clayton busted on me for being long winded, because gamers are famously short on attention span. But considering that i was trying to boil down the basics of my theory of gaming, a topic that i've been writing about for the better part of a decade, i think i did pretty well.

One of the things that came to me in the midst of writing this, was a basic idea that burst full blown into my head while i was writing and in hindsight, it seems that it should have been something obvious.

I favor people.
This might seem like a horrific revelation. Especially when i have preached about favoritism and how destructive it can be to a game. But you know, i may be coming around to a better understanding of the basic underlying social dynamic at work. So bear with me here.

I find that as i get older i tend to fall into the idea of, "You decide your own level of Involvement" It generally means less work for me as a GM. Out of any game you'll find a percentage of players who totally groove on it. You'll find a much larger percentage of people who enjoy the game, but don't think a single thought about it outside. You'll have another percentage who aren't loving it tonight, because they are getting boned. Any group will also have a few folks who come and "play" but are really kind of bored and just show up because they get to see their friends. Occasionally, you'll have people who develop a desire to damage the game and the other player's calm, but most people stop coming before they reach this place.

Now, my natural tendency is to favor people who are really jazzing on the game. I also tend to really enjoy players who bring me really interesting plot-generating toys and storylines. I also like players who are genuinely nice people and make the game a nice environment to play in.
So, if i state flat out, that those things are the sort of things that i'm looking for from my players, then that becomes again, a case of "You decide your own level of Involvement" Doesn't it?

Look: I am far more likely to toss a plot cookie to someone who looks like they are going enjoy it, or who is going to go to some lengths to involve a number of other people in it. If approached by the sorts of players i favor with some wild scheme, i am more liable to be flexable.

I will say, that in major scenes and in combat scenes, i am a great deal less likely to favor players. Frankly i have too much on my mind. I usually like to be clear about this as well. People i favor ought to know that i musn't ever favor them in combat. Also that combat is dangerous and you can get killed doing it. In addition, players that i don't know all that well, or don't like as much ought to understand that I'm still willing to mediate for them. Would prefer it in fact.
Frankly, the only thing i'm liable to favor in combat is cool and unexpected solutions to problems. I have to admit that someone swinging from a chandelier jazzes me far more than someone quizzing me about the total modifiers of a full burst from a kalishnikov with a laser sight on a target with full cover.

And shouldn't you have a lot of that shit pre-figured ANYWAY!

Happily, in many ways. i have been blessed with decent players and i hope that things in the Chat will start to bring out basic understanding in many of the players there too. Lately it seems, the OOC soap opera has been getting out of hand.

I do however expect that all this new found responsibility will generate plenty of grist for the mill here. And also you folks will get to watch what i hope will be a highly entertaining nervous breakdown.
So. Win/win!


Sono Finito.