Visited London at the weekend to stay with gamer Mike. I got the double pleasure of playing his Tron lightcycle tabletop game, which is a real toy experience, and running a PULP game for Mike, Nick, Rob and Vicky.
They opted for Western style and we produced a slice of fairly moody frontier drama. The characters created weren't high toned enough for spaghetti Western, or silly enough for heroic Western, although Nick's Riverboat gambler did seem to fit into any of the above.
We elected, due to time restraints, to generate characters on the fly and that worked out very well indeed. I'm really happy with the fact that PULP is becoming the most invisible of all of our systems in terms of the dichotomy between support and absence.
On the way home with Justin had a big discussion about the way that No Dice is going and what we might like to do to plan for the future. I'm surprised to find that I am having difficulty viewing any level of corporate involvement as any kind of help at this stage. One day I would love to use what I've learned to design a game with a "proper" games company but I'm not sure that any of our current projects would benefit from the involvement of the wise and wonderful in the world of RP. After all we still have acres of niche to exploit getting PULP RP and the Core System into the homes of gamers everywhere mostly down to the failure of everyone else in the world to really fill the narrative void. This is down in no small part to a corporate model which believes such things to be, at best, too risky to be viable.
I'm also enjoying the Robin Hood act, being generous, being crazy, trying to claim the market with kindness. I'd say it hasn't paid off, except it's starting to. That's what's enormously encouraging. People are coming forth and saying that No Dice is "a good thing". I wouldn't want anything to interfere with that currently.
Showing posts with label Gaming Groups. Show all posts
Showing posts with label Gaming Groups. Show all posts
5 July 2011
Chance Would Be A Fine Thing
Labels:
Ambition,
apathy,
Balance,
community,
Convenience,
Core System,
Games,
Gaming Groups,
happy,
ideas,
mood,
No Dice,
plans,
PULP RP,
Role Playing,
Self Publishing,
Systems
13 January 2010
2010: The Year We Got Busy
I wish that the amusing implication of the post title was anywhere near accurate. No, a more literate version of the semantics is to be inferred.
The plans are afoot for a calendar littered knee deep with exciting and rewarding events. The problem is that none of them are planned. Unplanned events are the absolute worst kind. You know they are going to resolve into the flesh but until you have a time, or a place, or both they torture you with vagueness.
Among the highlights of a full summer programme are: New No Dice events at Nottingham's new game and comic shop where Justin and I are also almost certain to organise a bit of Heroscape. Especially seeing as WotC seem to have released the Scape freeze to produce a D&D themed Underdark expansion set, which looks pretty yummy.
We'll also be wanting to get out and about in the summer time as outdoor No Diceing last summer was a brilliant success. In addition we want to hit three conventions, our friends at Beer and Pretzels, IndieCon (our non-attendance at which was an epic fail for us last year) and GenCon (if there is one). It doesn't stop there: we want to organise our own massive shindig to tie in with the release of Levercastle.
Finally, myself and the Mrs want to slope off for a couple of holidays in amongst all that. And there's the ever present joy of the Belper games weekends!
2010 will be eventful for sure. But will I survive it?
P.S. Check out our new slimline podcast available from the link top right.
The plans are afoot for a calendar littered knee deep with exciting and rewarding events. The problem is that none of them are planned. Unplanned events are the absolute worst kind. You know they are going to resolve into the flesh but until you have a time, or a place, or both they torture you with vagueness.
Among the highlights of a full summer programme are: New No Dice events at Nottingham's new game and comic shop where Justin and I are also almost certain to organise a bit of Heroscape. Especially seeing as WotC seem to have released the Scape freeze to produce a D&D themed Underdark expansion set, which looks pretty yummy.
We'll also be wanting to get out and about in the summer time as outdoor No Diceing last summer was a brilliant success. In addition we want to hit three conventions, our friends at Beer and Pretzels, IndieCon (our non-attendance at which was an epic fail for us last year) and GenCon (if there is one). It doesn't stop there: we want to organise our own massive shindig to tie in with the release of Levercastle.
Finally, myself and the Mrs want to slope off for a couple of holidays in amongst all that. And there's the ever present joy of the Belper games weekends!
2010 will be eventful for sure. But will I survive it?
P.S. Check out our new slimline podcast available from the link top right.
Labels:
Beer and Pretzels,
community,
Events,
Games,
Games Weekend,
Gaming Groups,
Levercastle,
News,
No Dice,
plans,
Podcast,
Role Playing,
RPGs,
Sessions,
Social Networking,
WotC
5 August 2009
The Glorious British Summer
Well, after a week off resting it's taken me about two days back in the cut and thrust of every day life to feel like I need another holiday. The silly season is well underway now, dead buses in the morning and a general apathy in just about everyone.
Ironically we have been doing quite a bit of role playing at this time. Polishing off one off play testing, exploring a hack or two. Yup, no slackness here on that front. I'm starting to think that the time to compile all of our endeavours is not long off...
I can't help but notice the insistent rain. I wonder if this will drive people back to their PCs and hopefully help revive the forum.
Ironically we have been doing quite a bit of role playing at this time. Polishing off one off play testing, exploring a hack or two. Yup, no slackness here on that front. I'm starting to think that the time to compile all of our endeavours is not long off...
I can't help but notice the insistent rain. I wonder if this will drive people back to their PCs and hopefully help revive the forum.
Labels:
community,
entertainment,
Forum,
Games,
Gaming Groups,
mood,
plans,
Random Encounters,
Role Playing
22 July 2009
Gamer Fatigue?
I find myself wondering about the phenomenon known as "Gamer Fatigue". This is where some person in your gaming community announces that they are "taking a break from RP" and withdraws, mysteriously, into seclusion. To me this seems a bit like "taking a break from Movies" or "taking a break from TV". Gaming, to me, is a form of entertainment, not a chore.
I can understand when people say they're going to "take a break from the gym to concentrate on swimming". I guess I just never really regarded gaming as such an intensive pastime. This points the way to a further set of concepts within gaming I hadn't really thought about before. When I find a television drama, a novel or a computer game compelling it's often on the point of it giving me new ideas or insight into the construction of stories for others. Weirdly this means I often don't like playing in games as I can't really just rip off another Host. Gaming is virgin territory for many gimmicks.
This leads to two further notes. One, that I know other people take their gaming very seriously and look upon the opportunity to play a role as an actual creative enterprise. Some people, myself included, look on their character as a way to interact with the story environment, they are contributing a performance within the rules in order to keep the game going. The other note is that role playing games haven't yet progressed to the point where there is a startling bloom of innovation.
To deal with these points in reverse order. It seems that all the RP that has gone on since D&D has been much after the fashion of people taking pictures of moving objects with early movie cameras. Unlike the former activity, however, because it is not enormously expensive and doesn't have much in the way of toys people have largely ignored this innovation in entertainment (did I mention it also has few military applications). RP's not good for much except as a really cool form of entertainment. The problem is that innovation in the field has been restricted to new methods for number-juggling.
I love RP so much that when my partner didn't want to play I changed the hobby to make it suit her more, now I love it even more myself.
But this is weighty stuff. It also leads back to the former point.
I know a lot of people get "RP Burnout" at present. This is like the reverse of "cinema frustration" in which there are too few movies you want to see out when you fancy a visit to the pictures. RP Burnout is where you've role played so much you just can't take it any more. I think I experienced something similar with console games a while back. I'd just played so many of the damnable things I couldn't play any more or it felt like my brain would fall out. Also console games achieve nothing for the player whereas the benefits of socialisation and group interaction at least give RP a social dimension.
I imagine if you did anything enough then it would lead to a similar situation, if they did release enough movies that you could go all day every day for a month you would probably get sick of going to the movies (in fact at film festivals I believe this is what happens to some). However we roleplay once a week and occasional weekends. At the moment we're doing a little more because we're playtesting new adventures. I'd actually like to adopt a slightly less intensive posture after this testing phase.
But what I'm left with after considering these points is even more clarification of what players want out of the RP experience. I know that Mrs Monkey has been finding some of the experiences very hard of late. I think at the point where you feel guilty because you should have done more is precisely the time that you should start to do more.
I think what I need to get across to people that the RP is an entertainment. Levercastle tends to be treated as such. I think what also needs to happen is not only that the players say what they expect out of the experience but the Host needs to say what he can see happening bearing in mind the characters as presented. If people know what's coming up in a vague sense of the word then they can prepare accordingly.
I think that's actually mentioned in the Core Book but the fine tuning of the concept still seems to be a little off. Ho hum. Back to tinkering.
I can understand when people say they're going to "take a break from the gym to concentrate on swimming". I guess I just never really regarded gaming as such an intensive pastime. This points the way to a further set of concepts within gaming I hadn't really thought about before. When I find a television drama, a novel or a computer game compelling it's often on the point of it giving me new ideas or insight into the construction of stories for others. Weirdly this means I often don't like playing in games as I can't really just rip off another Host. Gaming is virgin territory for many gimmicks.
This leads to two further notes. One, that I know other people take their gaming very seriously and look upon the opportunity to play a role as an actual creative enterprise. Some people, myself included, look on their character as a way to interact with the story environment, they are contributing a performance within the rules in order to keep the game going. The other note is that role playing games haven't yet progressed to the point where there is a startling bloom of innovation.
To deal with these points in reverse order. It seems that all the RP that has gone on since D&D has been much after the fashion of people taking pictures of moving objects with early movie cameras. Unlike the former activity, however, because it is not enormously expensive and doesn't have much in the way of toys people have largely ignored this innovation in entertainment (did I mention it also has few military applications). RP's not good for much except as a really cool form of entertainment. The problem is that innovation in the field has been restricted to new methods for number-juggling.
I love RP so much that when my partner didn't want to play I changed the hobby to make it suit her more, now I love it even more myself.
But this is weighty stuff. It also leads back to the former point.
I know a lot of people get "RP Burnout" at present. This is like the reverse of "cinema frustration" in which there are too few movies you want to see out when you fancy a visit to the pictures. RP Burnout is where you've role played so much you just can't take it any more. I think I experienced something similar with console games a while back. I'd just played so many of the damnable things I couldn't play any more or it felt like my brain would fall out. Also console games achieve nothing for the player whereas the benefits of socialisation and group interaction at least give RP a social dimension.
I imagine if you did anything enough then it would lead to a similar situation, if they did release enough movies that you could go all day every day for a month you would probably get sick of going to the movies (in fact at film festivals I believe this is what happens to some). However we roleplay once a week and occasional weekends. At the moment we're doing a little more because we're playtesting new adventures. I'd actually like to adopt a slightly less intensive posture after this testing phase.
But what I'm left with after considering these points is even more clarification of what players want out of the RP experience. I know that Mrs Monkey has been finding some of the experiences very hard of late. I think at the point where you feel guilty because you should have done more is precisely the time that you should start to do more.
I think what I need to get across to people that the RP is an entertainment. Levercastle tends to be treated as such. I think what also needs to happen is not only that the players say what they expect out of the experience but the Host needs to say what he can see happening bearing in mind the characters as presented. If people know what's coming up in a vague sense of the word then they can prepare accordingly.
I think that's actually mentioned in the Core Book but the fine tuning of the concept still seems to be a little off. Ho hum. Back to tinkering.
Labels:
Balance,
Convenience,
Disappointment,
entertainment,
Game Problems,
Games,
Gaming Groups,
Hobby,
mood,
participation,
Role Playing,
RPGs,
Sessions
25 June 2009
Group Musings
A plaintive Twitter by one of the folk I am following lead me to consider the dynamics of the gaming group. Currently we have a core group of four on a weekly basis and one more every fortnight (we play our games on a biweekly basis, this being a happy medium between weekly Hosting madness and monthly Hosting doldrums). On a one off basis we number easily a dozen or more.
I don't think of any of the seven or eight people who don't come to every single game I play in to be any kind of slacker, or "not really part of the group", similarly I don't think of the hardcore four as being the "real group" or any of that nonsense. If you are a gamer reading this you may well be wondering how all this works. One thing having a gaming group is famed for is requiring a certain level of commitment.
I'm going to mention No Dice again, big surprise.
The fact is that one of the things that spurred me on to write down the No Dice way of doing things was that there are a lot of gamers who don't game any more because as they got older they lost the time required to be in a "proper" group.
I game on a weekly basis now but only because of an accident of scheduling. I game a lot more often that just the weekly session but only by being able to be flexible about who is there and who isn't.
Of course there are some things it's better to have everyone there for. No one likes to know their character is being NPCed without them. But No Dice was specifically designed to encourage "casual Role Playing". We are talking about one-off events and pushing one-off ideas because it's a feature of the system. One offs are awesome, a little taster of something that might be a little strong, strange or hard to sustain for a campaign.
We've also tried to foster campaign set ups where people drift in and out. We're working hard on allowing Hosts to cope with player characters who hardly ever meet, so if someone can't make it to a session then it's assumed their character is busily going about their life elsewhere.
All of these things have resulted in me having the largest group of gaming contacts I ever have, and it has also resulted in me gaming with a greater variety of people more often. It also has delighted me that people not traditionally attracted to the hobby have been open to getting involved because of the greater flexibility.
So as much as it does make me cringe to push the product again, if you're worried about maintaining a gaming group, or about starting one with many flaky members, then it might be you need to No Dice Up Your Life...
I can't believe I just said that.
I don't think of any of the seven or eight people who don't come to every single game I play in to be any kind of slacker, or "not really part of the group", similarly I don't think of the hardcore four as being the "real group" or any of that nonsense. If you are a gamer reading this you may well be wondering how all this works. One thing having a gaming group is famed for is requiring a certain level of commitment.
I'm going to mention No Dice again, big surprise.
The fact is that one of the things that spurred me on to write down the No Dice way of doing things was that there are a lot of gamers who don't game any more because as they got older they lost the time required to be in a "proper" group.
I game on a weekly basis now but only because of an accident of scheduling. I game a lot more often that just the weekly session but only by being able to be flexible about who is there and who isn't.
Of course there are some things it's better to have everyone there for. No one likes to know their character is being NPCed without them. But No Dice was specifically designed to encourage "casual Role Playing". We are talking about one-off events and pushing one-off ideas because it's a feature of the system. One offs are awesome, a little taster of something that might be a little strong, strange or hard to sustain for a campaign.
We've also tried to foster campaign set ups where people drift in and out. We're working hard on allowing Hosts to cope with player characters who hardly ever meet, so if someone can't make it to a session then it's assumed their character is busily going about their life elsewhere.
All of these things have resulted in me having the largest group of gaming contacts I ever have, and it has also resulted in me gaming with a greater variety of people more often. It also has delighted me that people not traditionally attracted to the hobby have been open to getting involved because of the greater flexibility.
So as much as it does make me cringe to push the product again, if you're worried about maintaining a gaming group, or about starting one with many flaky members, then it might be you need to No Dice Up Your Life...
I can't believe I just said that.
Labels:
Games,
Gaming Groups,
No Dice
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