Showing posts with label ideas. Show all posts
Showing posts with label ideas. Show all posts

18 September 2017

Unpicking the Evil Genius



It's been one week since I threw back the curtain, ripped off the rubber mask, threw the switch on my creation and identified myself as an Evil Genius. Let me tell you it's not as awesome as it sounds. Last time we discussed the Evil Genius as being the opposite side of the coin to the Impostor. An idea I still think has much weight. It's a polarity, at one end you feel like people are expecting too much of you because of past successes, at the other you feel people expect way too little of you because you haven't really enjoyed much success.

Logically there's going to be a sweet spot in between the two, enough success to feel validated, not so much to feel pressured. Honestly, though, who cares about those guys: sickening perfectly happy weirdos, I bet their home life sucks.

Oh, yes, extremely important while we're on recap. This genius/impostor scale relates to work, or work-type activity. It's not about whether you have loved well, or whether you have succeeded in almost any other way. This is about anything that gets you money with which to buy things.

Last time we looked at "impostors", successful people who cannot shrug a nagging doubt that all of their success is based on some kind of cosmic clerical error. At any moment, they feel, the mistake will be spotted and they will be ushered back down the hall to sit with all the other ordinaries.

Well, screw those guys too. At least they can cry over their stuffed bank accounts. Plus their neurosis is flavour of the month in pop-psychology, so there's tons written about them.

Not so for we, the evil geniuses. It doesn't help, definitely, that the name for our syndrome includes the word "evil" in it. I'm sure that doesn't test well. But hell the other one is literally the word "impostor" which is kind of evil. At least in this corner we have the word "genius" pulling us back up.

We also have a branding issue when it comes to the fact that there is a well known video game called Evil Genius. That makes for domination of the first couple of pages of Google results. In the end all I could dig up for this week is this article about creative people finding it easier to rationalise deceptions.

Which is not what we're about at all.

Hey, just because we're evil geniuses doesn't mean that we're evil, right? Or geniuses for that matter.

All we are is people who feel that life has dealt us a consistently poor hand and presented us with relatively few opportunities to realise our full potential.

Now, as it happens although I'm making with all this "we" and "our" stuff I am really, at this stage, just talking about me. The reason being that I haven't exactly been deluged by people identifying with this Evil Genius idea. Maybe I haven't reached the right people, I refuse to believe that there aren't more Geniuses out there struggling to put their finger on what's wrong.

I'll tell you all what's wrong (this week) we don't have no frickin' list*. If you recall last time I stepped through a list designed to help identify those Impostor people, I recall item 9, I mean item goddamn nine, was "you are really successful in your field". Had they lead with that the test would be a lot shorter because, you know what, most people really aren't.

Let's flip the switch here because just writing the opposite of the other list isn't maybe enough to form a good basis for the feelings of evil genius-ness. Nevertheless item one has to be:

1. You don't feel you've been quite as successful in your career as, perhaps, you should have been.

Nodding your head, then it's time to read on:

2. You have come to realise, at least once, that your superiors at work are less suited for their job than you are.
3. You are often surprised when people are shocked by work-related news that you figured everyone just knew already.
4. You feel like you may have missed out on opportunities because you overrated the abilities of those surrounding you, only realising you should have stepped up way after it was too late to do anything.
5. You figure nobody likes a smart person so you try to keep your head down and integrate well as a team player, this often leads to you being thoroughly shafted.
6. You stop at your limits while others attempt foolish things way beyond theirs and appear, magically, to fail upwards.
7. You trust people too much and believe that they will do things that seem obvious to you, later you find they were ONLY obvious to you and disaster befalls.
8. You are pretty keyed in to both your failures and your achievements and see them as, at least, balancing out. You would identify with the statement "I've succeeded more often than I've failed, but occasionally I failed big."
9. You have big ideas all the time, you often label them as "pipe dreams", at least one of these ideas has made someone else very famous.
10. You have been known to be somewhat ego-centric, you didn't like it as a quality so you are fiercely on guard against egocentric traits.

This seems reasonable as a first draft. If some or all of it applies to you then feel free to drop me a line. It would be good to know that I am not all alone in this condition. Maybe if the Evil Geniuses of the world were to help each other out a bit then some good would come of it... which I guess might lead to:

11. You're not really a joiner and tend to be cynical of "success guru" material.

That last bonus point just means you have a brain, and, hell, how could that not be the case my evil comrade. Next Time: Evil laughter and mountain bases, the echoing mirth of loneliness.

* Well, we have this list but that's not what I really meant.

5 November 2014

Apparently My Lance Is Free

Well, sort of.

It has to be said that I have not been busier than I have been in the last couple of weeks for a long while. The up side of this is that I am feeling really positive about the work that I am doing. The down side is that no one is, as yet, paying me for my work. But then it has only been about a week that I've engaged in such activity so early days yet.

I guess this does leave me with something of a quandary. I will need some income eventually, after all. The thing is I am finding that I have more energy and do more useful work when I'm not actually, you know, going to work.

I'm finding the removal of the salary safety net has had, paradoxically, the opposite effect than one would expect on my mood and outlook. I just hope that someone would like to retain my services before I have to return to the haven of being someone else's employee.

The other thing that's been really good is that I have met lots of other self-employed people who do a staggering number of different things and meeting these people is far more interesting than going into a work place and meeting people who are employed by the same employer as you. People, on the whole, are usually interesting for one reason or another, but people who are pulling their own weight and going their own way in life are just more interesting in and of themselves, or maybe it's just novelty.

Before I go I should draw your attention to the new link on the top right to my new freelance services page. I hope to expand this with case studies and examples shortly but it is there and available, that is the main thing.

(By the way, hope everyone is getting along with the new look. Let me know.)

5 July 2011

Chance Would Be A Fine Thing

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.

2 December 2010

The Happy Writer

Way back in the mists of time (2006 actually) I wrote a pithy series of writing tutorials aimed at getting a chunk of writing just... you know... done. Hang the quality, hang the need for editing, hang everything, just get it done.

The series was, of course, occasioned by the advent of that year's Nanowrimo. People seemed, continue to seem, to view the production of 50k words of novel something of a burden and a trial. For myself it's only a burden and a trial if my other life commitments physically prevent me from partaking. The actual production of 50k words is a matter of sitting down and opening the floodgates until they're all finished. This year I had a bit of a sudden sprint to the finish slapping down 15k last Sunday to fall panting and exhausted at the finish line with something like a reasonable rough draft. I had another book to proof and put the final touches on, events to host and a regular life to live around this. Probably why I found it quite such a trial.

The point is that I at no point found the actual writing difficult. As I get older getting through the writing is the least difficult part in the production of work. I see questions from aspiring writers on Q&A sites like this asking which bell and whistle laden "writer's word processor" to use to keep track of what's going on. I use notepad. Just me and the words, baby, locked in a continual stream.

The use of notepad to draft a novel is, in some ways, the most hardcore possible way to write with a keyboard, or indeed in any way. You see a sheet of paper can only be so large, a dedicated word processor document quickly becomes unwieldy, with a text editor you just keep on writing, until you're done. No muss, no fuss. If you never find yourself in a position where you're not "in the groove" then any faffing around with notes and formatting and saving chapter files and so on and so forth is just time wasted.

Yet, curiously, in all the world I seem to be alone in this. I do not know of one other writer in the world who can just turn it on and write. Possibly my father, he always kept impeccable office hours and wrote everything in LocoScript which is quite a lot like a text editor. He never discussed how he wrote with us, he just did.

Now, unless I'm some kind of superhuman mutant I can't see why it would be that I can discipline myself to write "on tap" and no one else could. If  I were going to look for obvious differences between me and almost every other living person who considers themselves to be some kind of writer I can see a few that may contribute:
  • Absence of illusions. I'm not doing what I'm doing to woo big publishers or to make the Times Bestseller List. I'm doing it because it's what I do.
  • Sense of fun. Because I have no illusions the business of writing stories and story games has become a fun hobby, I know of no other hobbyist writers, all writers I have ever encountered are limbering up for an encounter with the big leagues that likely will never come.
  • Lack of social pressure or cultural targets. Because I am purely in this to have a bit of fun I am not constrained to squash novels into a commercially viable length, or to worry about whether the thing I'm writing fits under a generic banner in a massive bookstore. I don't need to think about whether there's too much emotional content in an action story, or too much action in a love story. I tell the story the way I think it should be told and hang everyone else's opinion.
To summarise, I just don't actually care about the concerns others may have about whether my stuff "works". Hell if I could, should I put my mind to it, breeze through over half a million words in a year and still live a completely other life that has nothing to do with writing then it's not really much of a loss if something doesn't come off the way I planned. This year alone I've written two role playing systems and a novel.

One of the role playing systems is typeset and ready to roll Monday of next week in time for Christmas. The potential number of productions I could roll out next year is mind-boggling. I am creatively fecund, prolific and master of my own destiny thanks to POD services.

From a typesetting point of view, production of the role playing systems has proven so challenging that the idea of publishing a novel now seems like something I would undertake in a weekend. For me personally, the act of writing and producing works of fiction this way has been so immensely rewarding and personally satisfying I can't imagine having done things any other way.

If I have one complaint it is the common one that the world has not, thus far, seen fit to shower me with sufficient personal largesse for my efforts to dedicate my life to these projects full time. On the other hand, how many people discover the same things through the bitterly frustrating and unfair process of the traditional publishing markets? How many people are left twisted and broken in the ruins of their dreams and ambitions because they can't just let it go? Hey I haven't gained a bank balance that could buy me my own personal island, but I don't hate the thought of warming up the word processor (or notepad) and bashing out a couple of thousand words either.

If you are a writer, look at what you do and ask. Am I having fun? Is this really what I wanted? Am I pleasing myself or some impossible commercial dream state? What do I really want to get out of writing? How many people need to engage with my work before I am happy?

You may find that the answers to those questions lead you down a different path to the one you imagined. One with far fewer riches and launch parties but one with a great deal of personal achievement and a pleasant feeling of stability unattainable by many other methods.

23 September 2010

Back In The Saddle

So yes.

Been a while. A good while. Those of you who have been following the continuing saga of No Dice will know that I've been putting all my effort into what I shall now dub "No Dice Phase I". No Dice Phase I consists of: The Core Book, Random Encounters, Levercastle, Shadow Cities and PULP RP and represents a full cycle of work.

If No Dice has any BIG IDEAS trust me most of them are in this Phase I. Sure there are plenty more ideas in Dreamtime Stories and Marauders and so on. But these are all derived from the BIG IDEAS in Phase I.

No ideas are bigger in this phase than the ideas behind PULP RP, the last publication in the series which is what I am getting down to now.

So that's what I've been up to. The other main piece of news is that I have acquired an eBook, which has swiftly become a great boon. I have been able to catch up on my reading as I prefer PDFs to regular published books. It's been great. I shall soon be returning to my duties as a POD book reviewer as I've chewed through so many books in the last fortnight that I shall no longer feel horrendously guilty for not reviewing things people send me in a reasonable amount of time.

Currently submissions are closed. But when they are open, be assured, you will know.

I think that's all for now. I'd better go and see if Sue's Sim 3 is now working as it was having memory issues.

7 May 2010

...And Let That Be The End Of The Matter!

 This Dice vs. Cards thing is now irritating me. Not because everyone keeps saying how much they wuv their dice and would marry them if they were not polyhedral lumps of plastic; although that is slightly creepy.

No, what's getting me is that people say that Cards = Dice and therefore Cards !> Dice. In the Core Book we went into some detail about why this was not the case but now I think about it we probably didn't get to the heart of the matter. All the things we say are true, cards are more versatile and excellent mnemonically to keep system in people's heads instead of forcing them to bookmark rules and charts or refer to their super secret GM Screen to remember what numeric value on what chart means what.

But this doesn't cut to the very greatest thing about cards, i.e. they save you time.

I have not run a session that ran longer than three and a half hours in at least a year. At the same time, no one leaves these sessions feeling short changed. This is not a usual state of affairs in the hobby of RP. Of course I did my hahasoamusing little experiment write up in yesterday's entry. Although intended to be sarcastic it does have a serious point behind it. My session plans have gone from being good for two to three weeks worth of play, doing four and a half hour's worth at a time, coming away from every session feeling we should have done more, to cramming a good deal of plot and action into three to four hours with space for a tea break in the middle. Where did all this time come from?

Some might reason that I had simply become a more efficient Host. Well, possibly, but I know some cracking Hosts who have been in the game far longer than I have who still have a problem keeping in the limits of a good six hour run.

Maybe it is a combination of elements, fair enough. But here's one thing I know for a fact. Rolling a dice isn't just more time-consuming compared to drawing a card, it has the potential to introduce a finger-pause in the action that threatens to deep-six your session. Now, I have noticed that this is certainly not the case when properly playing your game of choice on a tabletop. Board games and the like seem to take a throw of the dice in their stride, it's part of the fun, and I have enjoyed exactly that fun on more than one occasion myself.

No, where dice are the kiss of death is in the sofa-lounge scenario. There's something quite luxurious about loafing about on a sofa engaged in RP something that gets players into a rhythm and even seems to put them in something of a trance. Nothing shatters that concentration like everyone craning forward to see a dice roll. Now, if you were to display dice rolls on a television screen or similar so they were big enough to be read without people craning forward to see them then that might mitigate the problem; but why employ technology when a playing card is usually clear enough to be seen by someone just holding it aloft?

This is where I think the time gains are made. There is some time at the beginning of a session where people are settling into the game. In a way the game takes a while for everyone involved to become fully engaged in it. I believe that in the past when people have rolled a dice it almost jogs them out of the game. Having a tea break also has a similar effect but that happens maybe once in a session, dice rolling is supposed to be a more frequent event.

Now I come to think about it I remember when I used to run Over The Edge by the book, with dice pools and what have you, we used to swerve rolls wherever possible. In fact the habit of being a dice dodger was one that infected all the games I played (not necessarily Hosted, just partook of) before starting in on No Dice. Now I come to think about it I can remember a lot of times the Host of the game, and sometimes that was me, made a Host Fiat decision before allowing the rhythm to be upset by a randomiser check. Randomiser checks which were supposed to be common became a last resort.

Some gamers still wear the "we hardly ever roll dice" thing as a narrative badge of honour. I always felt it made the whole thing less fun if you were afraid of trusting the vagaries of chance. If you stick to the unforgiving mistress that is chance the story is likely to be a lot more dramatic for the players than it is if you are the Host who enforces most of the rules but is basically on the player's side. Choices become important. In a fudged game choices are not really choices, they're just scenery on the mystery tour which really only has one destination and outcome.

Host Fiat in such cases is evil. It should be used to decide whether a proposed player plan even has a chance of succeeding; it's not intended to replace the element of chance altogether. The problem is that when your arbitration mechanism is destructively intrusive it encourages destructively simple Host arbitration. The most effective arbitrary Hosts are the ones who sustain a healthy distance between themselves and the players, although I always find this overcooks the player experience, the game becomes one of [Insert Host Name Here]'s games which are unique and untouchable.

Unless it can be systemised and is approachable it needs work. At least, in my world it does. For these reasons:
  • discourages "fluffy Host syndrome"
  • encourages randomiser use
  • preserves fictive state
  • shortens game length
  • while increasing game quality
I say cards are indeed > dice. And that's all I have to say on the topic ever.

The Bloody End (of my NSHO).

17 March 2010

No Let Up

So now tipped from writing Levercastle into editing Levercastle and writing up Shadow Cities. Not due to slave driving, just taking an opportunity to stay on a roll...

I realises this means that blogging time has been severely curtailed but I will be back when I'm done on these tasks.

In the meantime I was corresponding with Matt about a game he was writing and the problems of algorithmic thinking. That in game design Matt proceeds from A to B to C to D and then the players come along and immediately understand C from where they go to B loop back round to D and then finally pay lip service to A whilst really thinking the root of the problem is E through G.

Infuriating to a Host with a linear mindset they regard as logical.

I posted back to him:

The problem you face is not one of logic, it's one of algorithmic thinking.

In algorithmic thinking you have a problem e.g. fierce guard dog between you and open back window.

And a bottom line outcome: Make it through window unmolested.

As long as your algorithm produces the bottom line then you cannot be said to have proceeded in an illogical fashion. All that can be argued is that you reached your bottom line in an innefficient way. To return to the tea example getting someone else to make the tea in exchange for some kind of payment is efficient in the short term as you can do something else while person x makes the tea but inefficient in that it burns up resources you could have used to pay for something more useful.

In the end all players are trying to do is get the most efficiency out of their algorithmic thinking. You as Host may disagree as you see fit but players are entitled to their own reasoning if their solution gets to the bottom line in a way they can live with...

And that's all he wrote. Feel free to agree/disagree whatever in the notes.

26 February 2010

Crawling Toward The Finish Line

Back from Belper and keen to relay gory details but for now suffice to say that my favourite session of the weekend for general hilarity and mirth filled darkness has to have been OTE. Least favourite for running smoothly but certainly no slouch in the "fresh ideas" camp was Dreamtime which was intellectually stimulating whilst being a bit slow to play. Work is ongoing.

Other than that I am pounding the keys frantically on the home stretch with Levercastle which nearly has a magic system and does, in fact, have an Alchemy system which all the failed alchemists in my campaign may be pleased, or nervous, to hear.

For now though, arrivederci.

7 January 2010

Britain Thinks: Wisdom of Crowds or Mob Rules?

Have just decided to show some practical support for new internet site Britain Thinks which looks like it could be jolly good fun. At the moment the interface is a bit sparse, I imagine it's intended to be a sort of social networking site with an agenda of debate. Well, we have loads of social networking opportunities, but debates not so much. So they've opened the site with a number of debating tools.

Basically you can go to a topic, there's voting buttons and a neat flashy type widget that plays videos. Obviously the videos are all, or mostly, the starting content, mostly minute long soundbites, but I saw one sort of documentary style piece as well. Inevitably there's a comment box and lots of rating facilities and so on and so forth.

So you watch the videos, you read the comments, you vote on the voting panels and you do so having signed up for an account.

Initial thoughts?

Well, I'm a bit disturbed that for a substantial site, or at least a site that purports to be all about the substance of debate about everyday issues, it seems quite bitty. In my cursory inspection it seemed quite difficult to flit from clip to clip, the tumult of opinion seemed quite random. As someone who likes a good organised debate I was quite dismayed that there was nothing there to get your teeth into.

I have to say the site was only launched on Monday, as such it's probably a more technical achievement at present than an instant classic of web design. Things I would hope to see in the future:

  • I am a user, but I have no acces to edit my account profile! Oh noes!
  • There are other users but they have no visible public profiles.
  • The debate pages are designed cleanly from a graphic design POV but this masks an underlying incoherence in conceptual structure. Is this op ed Twitter where statements of length are to be frowned upon?
  • I think I would like to be able to aggregate debates and even run them from within the personal profile I don't yet have. This would help enormously with, my final point...
  • The content is grouped by topic and videos are star-rated but the arguments are not streamed like an essay, you just get assaulted by a little bit about this and then a little bit about that. The topics are huge and being banged around in an opinion pinball machine is weird. If topics had administrators who applied some sort of taxonomy to the issues this would help a bunch. For example in a debate about education comments could be labelled "teachers", "exams", "government", "parents", "students", "curriculum" so that you could watch streams of comments about one sub-topic.
Having said all that I think the idea of using the web as a speaker's corner is a great idea. Usually the forum for issues are controlled by government or some half-baked subset of functionality offered by a social networking site built, primarily, for other purposes.

I would love to see Britainthinks become something that gets referenced on the news when emotive news stories arise, I'd love to see its clips being used in Question Time and things like that. If the man on the street can vent a sophisticated opinion at home and be watched by people who are going to entertain his ideas seriously and respond in kind that's a great leap forward in net based political interaction.

I imagine it will also be a home for people to vent shocking stupidity and vile hate speech, but that's as important.

If you are reading this, and you're British I urge you to support this initiative, I think it's a winner. DISCLAIMER: In 2006 someone sent me an invite to link to their profile on something called "Facebook". I looked at the site, decided it was rubbish, it would never work, so I never accepted the invitation. My powers of prediction should be measured by that opinion...

18 December 2009

The Campbell Effect

It's going to be an old-fashioned story post today mostly inspired by news that Neill Blomkamp isn't the only filmmaker from a country not traditionally known for its film industry who can attract the Hollywood buck with a showreel. The BBC carries an item about a Uruguayan filmmaker, Fede Alvarez, who has been courted by Hollywood after posting his SF short Ataque de Pánico! (Panic Attack!) on YouTube.

What's got my story senses tingling is not so much the news that the internet is putting people in touch with one another in ways hitherto unimaginable; after all Blomkamp's story tells us that. What's baking my noodle today is the number of people who've been complaining about its lack of a story.

It would be easy to rant about how this is a filmmaker's technical reel, not a story-based submission and in fact many have on YouTube and also on snarker's paradise Slashdot. However such a swift rebuttal fails to account for one important thing. People are showing, in a mystic, hippie, "wisdom of crowds" kind of a way that they're becoming fed up to the back teeth with hollow spectacle or narrative pretensions. They want the two combined.

The basic reason the two often fail to go hand in hand is that the more money goes into making a film the less experimental the producers feel like being with the story. Also, it seems, if a director is tagged as an "effects" director then a decent enough story and/or dialogue is seen as a bonus rather than something to shoot for.

The holy trinity of narrative, dialogue and effects rarely come together to the extent that when they do, such as in feature films like the original Matrix, it changes the way people even view the art of cinema. The best reviewers routinely look at the three together. Even movies like Pulp Fiction change the landscape because what I've lazily classified as "effects" really adds up to "visual language" which may or may not require the addition of special effects.

The sad fact is that examples of movies like Pulp Fiction and The Matrix are too few and far between and even then they always leave something to be desired. Some people find Pulp Fiction's dialogue to be too mannered. Some people find The Matrix's dialogue too much like a sophomoric philosophy essay. One thing seems to be agreed upon: Narrative can survive a lack of visual language or top notch dialogue for many but without coherent and satisfying narrative the other two elements are left out in the cold.

The big problem here for Hollywood is something I'm going to dub the Campbell effect, which I only wish was a reference to Bruce Campbell. The Campbell effect refers to anthropologist Joseph Campbell's Monomyth, the basis for all movies since Star Wars changed the game in the 70s.

What defeated conventional wisdom then was that Star Wars came across to someone with an ear for dialogue like a generic firework display, yet it captured the imagination of a generation. Harrison Ford was not alone in feeling Lucas could write dialogue, but it might be best not to subsequently attempt to perform that dialogue as speech spoken by a coherent sentient being. The surprise success of Star Wars in spite of hideous dialogue made Alec Guiness bitter and has been a constant irritation to writers of natural language from that day until The Phantom Menace nose-dived in the popular imagination and labelled the Star Wars saga a disappointment that had once held much promise.

So what's the issue? I don't know if I'm qualified to answer that question. Only two or three people on the planet have ever experienced my best narrative work to date and it isn't even finished yet. I think it's really good, not in an egotistical way, I'm surprised I wrote such a great narrative myself. I don't know that it's great, though. The writing needs more work and then, once finished I need people to read it and love it in order to know that I've hit the nail on the head.

So my opinion remains that of a consumer rather than a producer of content, and it is simply this: I think that in order to write an effective narrative you need more than a basic understanding of some 12 step plan for making "every great story ever written". What you need  is an emotional depth enough to recognise what it is that qualifies as a sympathetic fulfilment of each of those steps in turn.

It's not enough to produce the convincing facade of a battle with the guardian of the threshhold between the known and the unknown. You need to understand the emotional landscape of your protagonist enough to tease out the true antagonist who stands at the threshhold of their internal landscape. You need to make the encounter happen in terms pregnant with meaning for that character. You need to make all parts of the story parts of the story's protagonist on an essential level.

That's not an easy job. It's the product of years of writing practice and not stylistic practice at that, it's a discipline of structural practice that is often suggested but rarely attempted. It also requires that the teacher of such practices has the emotional depth to recognise when a writer has missed that most vital of points. A reader can be such a teacher, I am proud enough to believe that the Mrs is actually such a reader, such an analyst of story that she can home in on emotional dithering and falsity and hold it to account. She would never claim to be a writer but she is the nemesis of the lazy storyteller.

That's why, to be truthful, I am so proud of Starfall. It's because she loves it so and she loves very few narratives to that degree. Her analysis always has the ring of truth and yet, after the fact, always seems so obvious.

In other news Rage are losing ground to Robojoe in such an elegantly narrated fashion that it shows up the publicity stunt that this whole staged "battle" really has been.

Until Monday make mine a robot destroying Uruguay whilst consuming a delicious Sunday roast with all the trimmings, all, of course, smothered in delicious chocolate.

P.S. Tweeter  ElPared says Avatar "was like a koala crapped a rainbow in my brain!!!" best commentary evar!

8 December 2009

Of Monsters And Magnets

Quick one today. I'm going to reclaim my lunch hour to get some Dreamtime Stories stuff done for this weekend's session. After all the harping on about how difficult magic is in RP this magic system seems to have sprung, unbidden, from my mind and is looking like making pretty cool RP.

The only thing I have a slight issue with is that each type of magic needs an associated circular geometric design. That's a lot of geometry.

Anyhow. It occurs to me that yesterday I said nothing about the Monster Magnet gig that I went to on Saturday. Quite by chance RP Matt got in touch and asked if anything was happening and news of a Monster Magnet gig piqued his interest. Sue graciously handed her +1 status over to Matt so Matt and I got in on the guest list.

The opening act was an instrumental metal group. They weren't bad but they weren't sufficiently beyond riffing to make their prog metal designs work. Monster Magnet were chuffing excellent. All you could imagine a psychedleic metal band confident in their abilities to be.

Mrs has an issue with the fact that they're mostly old enough to be her dad but hey, what I say is if you can raise hell then whyever not?

Just a mini-blast today because the allure of the dreamtime is calling. Enjoy Tuesday!

9 July 2009

The Joker In The Pack

No sooner do I lament the complete lack of anything that makes for a substantial post than KA-BLAM! something amazing socks me in the face; almost literally in this case.

When I was compiling the Core Book I tried to include everything I could think of at the time to make a sourcebook for the budding No Dicer. It is inevitable that things should be missed. Almost everything that's coming in the Random Encounters series is intended to be filled with examples of powerful things that you can do with No Dice principles. So in each adventure we're kind of expanding the toolkit of the prospective Host and also giving a concrete example of potential play.

Last night we play tested the Monster Action Thriller "The Creature of Black Lake" and got off to a rocky start. Basically an incident mentioned in the notes that's supposed to just happen resulted in the death of a player's character before the adventure had even started.

This was notable for several reasons but not least because that's really not supposed to happen. I know that people have been keen to discuss the idea of abitrary character death recently but this basically put someone out of the game in the first forty minutes.

Not only that but I experienced an incident of Host meltdown, a brief autopsy of the situation lead to the conclusion that the wires of communication were badly crossed and for a while there it all looked grim. You see, the whole point of No Dice is that it's supposed to help you sidestep these issues and keep going. If an adventure has a serious hole that relies on a certain series of incidents not happening then it's just not working.

A workable suggestion was put forward by Justin who suggested that when you hit the blind alley you as Host rewind the action to just before everything went pear and then re-explained the situation giving the player an out.

Like I say, this is workable but it's not really all that neat. It means that a player could take a one way trip up diarrhea drive and then like the Prince of Persia just rewind and do it again.

It was Sue who hit on the real answer. Which in a discussion that followed broadened out from a specific instance in that adventure to become a general principle that Core Book is sorely missing. Oh well, for the second edition I suppose.

But for those of you who don't want to wait n years for the 2nd ed here's the idea right now. Treasure this one, it's golden:

Creating NPCs is always a problem. 95% of NPCs are just cyphers of course. They are barkeeps, random wandering citizens and other reasonably easy to scope functionaries.

That other 5% are the important ones. Many of these, probably just over half, are villains and again there isn't really a problem with them. It's that last 2% that can leave the Host scratching their head.

These are the "major friendly NPCs". Don't be fooled, just because they're marked "friendly" doesn't mean they're always happy to see the players, it more or less just means they won't just try to kill the players on sight.

In the Core Book I got as far as advising people to avoid "infoblaster" NPCs who just know everything. And I also advised against making NPCs as powerful or more powerful than the player characters who were supposedly their allies.

Aside from that I just recommended a Host create "real" characters using the Player's Guide notes to make a fully rounded and realised character.

In some cases this might be fine. But in reality players don't really spend all that much time talking to NPCs just for fun. So a lot of the Host's fine character creation work goes by the wall.

Besides, once you've stopped the NPCs being more powerful when they're too friendly you've kind of left yourself in a bit of a bind.

The problem is sometimes you want characters to move the plot on. They are supposed to arrive, do something dramatic and then leave the players to deal with the fall out.

So how does one do this without making them villainous or too powerful? After all a constant parade of utter villainy keeps things busking along but really in a story based RP you want other types of encounter.

This was exactly the problem in Creature. I had an NPC who needed to rather aggressively insert himself into the party and provide useful plot information, in a guarded manner, for the remainder of the adventure (or at least until he died). I had written up notes for this character which were pretty light. I wanted to introduce him and then, in the playtest, develop him in some way into a fully realised character.

So when he came in to the action I kept him neutral. The only problem with this is that he was neutrally holding up the party's boat with AK47s. As I quickly discovered this kind of thing can be misinterpreted as open aggression. Funnily enough, had he gone in with open aggression the accidental adventure ruining bloodbath that resulted from my weak characterisation would have been averted. Then, of course, the players would have had to just follow along on rails.

On rails is not a good place for adventures to be.

So I needed to, rather than render the character neutral and hence weak, render him a little bit charming and crazy and hence allow characters to interact with him even though he was, technically, a bad dude.

This is a really exciting dramatic position, the guy's holding you hostage but he's quite willing to have a conversation with you about begonias (or whatever). As a player you feel you might be able to negotiate or something.

At the same time the Host has someone who can nudge the characters back on task if they look like they're about to commit suicide or whatever.

This guy's a great NPC, not too overpowering but not too floppy either. He's not going to interfere unless you need him too. He's a joy to have involved.

And hence was born the Joker.

You see Creature is not alone in needing a character like this. Every role play session could do with having a Joker to interact with the players, nudging, testing, exploring their characters.

The situation where the Joker is a guy who has technically taken the Players as hostages, but in a polite way, is just one possible scenario. Characters who have vast reserves of information they are unwilling to share, characters who offer money, or professional services desired by the players all of these are ideal Joker characters.

The secret is to always lay on the unthreatening manner on thick. This was my vital mistake last night. Neutrality won't cut it if an NPC has some power over the players. The character has to maintain their power over the character while entertaining the player.

I'm not saying that making them will be easy but there is a way to make it easier. Sue loves poker and she quickly put me on to the old poker trope of trying to find the sucker at the table. Essentially when you come up with an adventure design your job is to try to identify the Joker(s) at the table and then make them around their role in the story.

Some stories, Con of the Dead, Revelation Point, don't really need a Joker character. Then we return to the poker trope: if after ten minutes searching for the Joker in the scenario you still can't find them, it's you.

Yes, in some adventures it is the Host himself who takes this gently tormentative role for the players. Horror splatter scenarios are the most likely to feature these.

So from now on when I'm dealing up a new scenario I will be sure to use a deck comprised of 53 cards. The joker's going to become one of the most powerful tools in my arsenal.

NB: That last sentence was a dramatic article closer. You don't need to actually draw a card to know when to make the Joker NPC, you just kind of look for them after you've finished your notes.

8 July 2009

Welcome To The Silly Season

I've started to notice a significant drop off in vocal activity. It's about that time from late June until early September when people drop off the radar for weeks on end, it gets a shade too hot to be hitting the keyboard, people are motivated towards eating, drinking and otherwise gadding about doing frivolous things.

And what of we, the Hosts? The artists? The creatives? I know that Mrs Monkey is busy working on her female oriented RP epic. I'm knee deep in writing for RE Vol 1 and Justin's sketching away for the same volume.

So what is there to report?

Not much.

Welcome to the silly season.

I could tell you that I had had some vague thoughts about helping out the aspiring RP hacker, or that I'd suddenly found that names are really important in Over The Edge, or that I was slightly concerned about the amount of goodies we're thinking of introducing into RE Vol 1...

But none of it makes a full post.

Besides, in the case of item 2 I'd really rather you had to ponder that one yourself. Names? Over The Edge? Hmmmm.

23 March 2009

Throwing GMs to the Wolf

The always entertaining Everything2 throws up this node about White Wolf's World of Darkness. I have tended to enjoy the WoD games I've played but then I've always played WoD GMed by my friends Alex and Mike who are excellent GMs so maybe this doesn't say much. Even so, I have always liked the way there's some sort of conflict meter on the White Wolf Character Sheets I've seen. The sheets themselves tend to be a little crowded but the central theme-o-meter is always there, reminding you what kind of game you should be playing.

Whether you are playing exactly that kind of game is mostly up to the GM, sometimes there's a lot of the intended thematics in play, sometimes not so much but I don't think that's necessarily a fault. I'm not sure how White Wolf would feel about that. On the one hand any game designer would probably be happy to know that someone's playing their game and having a good time. On the other I know GMs and content creators cannot help but hand wring a bit when players and GMs wander away from "the point".

I expect a regular reader here would characterise me as someone who has a lot more time for White Wolf than D&D. On the surface one would be correct in that assumption. I certainly approve of White Wolf wanting to make the game about some epic theme. That's a step in the right direction. But I possess about as much White Wolf stuff as I do D&D stuff. My favourite role playing game ever, Over The Edge, was written by authors of much D&D material, I also have a copy of Feng Shui by one of the same guys, and an aging, unused copy of the D20 Modern Core Manual (good for a laugh occasionally). On the White Wolf tangential side I own a game called "Deliria" by a guy called Phil Brucato who worked on several White Wolf titles I didn't even buy that new like I did my copies of Feng Shui and OTE. So I have read more material by D&D style thinkers than White Wolf style thinkers.

My problem with White Wolf is that from what I have skimmed through in idle moments given access to friend's bookshelves is that they love rich detail and prescription, a veritable cornucopia of "what". When you get to the "how" it suddenly falls back on rolling dice and checking modifiers.

I suppose the news that I run into a problem when people suggest a dice roll is hardly surprising at this stage. But here's the unusual coda to that thought. I am getting a little tired of repeating that if you want to go and roll some dice, kill some uglies and hoist some phat lewt then for heaven's sake go do so. What I think I have a problem with is dressing that experience up like it's something else.

Not that it necessarily isn't something else in the hands of a skilled GM. But that leads us to the famous "forget the dice and sheet covered in numbers, let's role play" situation.

I haven't developed a White Wolf addiction for the reason that a trace amount of White Wolf concept will set my mind off like a tin of lighter fuel and a lit match tossed into a firework warehouse. I am used to having ideas. I've probably ignored a dozen sleeting through my brain since I started writing this (that's why I always seem a little tangential).

My aim is to help other people have ideas too and I don't like things that appear to be a help in that direction and are in truth just compendia of other people's ideas. I know that if I read a sourcebook I will have so many ideas that eventually one or two of them will probably have legs and walk on their own. Some people, though, only get one or two ideas from any given source material and unless those ideas are made to live then no more will be forthcoming.

A lot of conflict comes about because of communication breakdown and I think that the implication that White Wolf product will inevitably stoke your imagination if you just buy three more supplements is a little dishonest. I've not seen much evidence of the idea forging processes I learned in my time at university in the campaign writing advice sections of role playing games, I'm not singling White Wolf out for that at all, no role playing game has had these techniques, ever.

What I'm most concerned about is all this stuff about how these games are supposed to be a personal experience for the player wrestling with these deep issues of philosophy, psyche and spirituality. What if, as a player, I have no such experience? Have I "failed"? Or has my GM sold me out? Or has the game failed? What if I didn't engage with these things but I still had fun?

You won't find much prescription beyond the intended atmospheric milieu of any given No Dice experience. We test for indulgence, not for intellect. I always find myself hoping that catches on.