Words that would certainly strike fear into the hearts of most of my players over the years. Luckily for them, I'm just quoting this movie trailer:
Prince of Persia: The Sands of Time in HD
Trailer Park | MySpace Video
I'm not getting as much of a fun vibe off this as I got from the "Pirates" movies or "The Scorpion King". Still, it'll be great fun for the visuals and, I suspect, another Hans "ATTACK!" Zimmer soundtrack, even if the rest of the movie is only so-so.
Tuesday, November 03, 2009
Sunday, November 01, 2009
Daisy Chains of Death and Destruction
I regularly read Roleplaying Tips Weekly, and while it's not chock full of gold every week, there's usually one or two bright nuggets in most issues. This in spite of the fact that the styles of play assumed by the authors and contributors tend to be a bit removed from my own.
This week, there was a question to the readership that caught my eye:
I'm answering this question in my blog, instead of emailing it in, because this poor corner of the 'net has been languishing and needs some love.
Actually, while that's true, I also think the answer I have isn't one Melissa or her group would enjoy. It will probably feel like cheating. But it's perfect for folks who play in a style more similar to mine.
First, don't even think about fighting the battle with dice. That way does, indeed, lie madness, or at least the risk of a few failed SAN checks. Don't think of the battle as a giant combat. Think of it, instead, as a puzzle. A nasty puzzle with a timer that kills more people the longer the PCs take to solve it.
Duking it Out
The Battle of Endor at the end of “Return of the Jedi” is probably the best example from all six movies. It includes both ground and space forces, as well as a clash between jedi, all happening simultaneously, and interacting in interesting ways.
On the planet, Han, Leia, Chewbacca and company need to knock out the shield generator. They are not there to kill stormtroopers, to blow up war machines, or assassinate the commander of the imperial ground troops.
They have one mission, and that is to take out the shield generator so the rebel fleet can destroy Death Star 2.0.
What ends up happening is a disaster of epic proportions. They stumble right into the trap that's laid for them, without any indication they're even aware of it. Luckily, because they befriended the Ewoks, they get a second chance.
Here's where things get interesting for us as gamers. Yes, they're in the middle of a battle. Yes, people are shooting all around them, and yes, people are getting shot and killed, equipment is getting destroyed, and all of that. But the goal remains taking out the shield generator. The combat is a complication to the goal, not the primary focus of our heroes. The troops they have with them are basically told, “Hey, hold these guys off long enough for us to get inside this bunker.” Bodycount is hardly a consideration; the only thing that matters is getting into the bunker before the rebel fleet gets destroyed.
No Plan Survives Contact with the Enemy
Because of the utter lack of success on the parts of Han, Leia, and Chewie, Ackbar and Lando have to improvise a new plan. Their original strategy was to smash through any defending fleet, get to the Death Star 2.0 as quickly as possible, destroy it, and then get the hell out. Because the deflector shield is still up, they have to quickly change tactics. The new plan: stay alive long enough for the folks on Endor to destroy the shield generator.
Again, as a GM, there's no need for much dice rolling here. The battle is huge and you have exact specifics on every piece of hardware in the sky. You know how many rebel ships the imperial fleet can destroy in a round, and vice versa. The trick is to find ways to minimize the damage done to the rebel fleet at all costs. “Accelerate to attack speed,” says the general. “Draw their fire away from the cruisers.” At this level of abstraction, it's more like chess then traditional RPG combat. The pieces (squadrons, attack groups, capital ships) maneuver to support one another, deny movement to the enemy, or move to threaten enemy resources. (Lando's solution to the “fully armed and operational battle station” is, I think, an especially gamist one; the Death Star 2.0 will destroy one rebel capital ship a round, but the star destroyers take four rounds to destroy a ship. Therefore, fight the star destroyers where the Death Star can't safely attack.)
Dice Rolls and Lateral Thinking
How long the fleet must endure the punishment of the trap is largely up to the folks on the ground. R2-D2 and Han both horribly botch their “pick locks” rolls. The most important fight on the ground involves Chewie and some Ewoks taking over an AT-ST. (Notice that the poor guys piloting the thing can hardly fight back. The fight is horribly one-sided, with the imperial drivers trapped without weapons in an enclosed space with flesh-eating, midget hunter-gatherers who are brutally adept at butchering far tougher game with their stone-age weapons). Since the bulk of the imperial troops have been led off into the forest, Han is able to use subterfuge to get into the bunker and destroy the shield generator. This finally allows the rebel fleet to execute their original plan of attack.
Daisy Chains of Death and Destruction
The key to making this work is the cascade of consequences in each part of the battle. The effectiveness of Han and Leia and Chewie on Endor has immediate consequences for the fleet action (which affects Luke's confrontation with Vader and the Emperor). This means that, even though the party might be split up all over the place, the players still have a vital interest in what the others are doing. It also gives the GM clues on when to cut between groups.
Han's Player: Oh, crap! It's a trap.
GM: And the shield generator is still up when the fleet arrives. Lando, when the fleet drops out of hyperspace, you're ambushed from behind by a bunch of enemy fighters, and you're not getting any reading on those shields.
Lando's Player: Ok, we'll use our fighters to screen our capital ships. We get right into their teeth and give them something more important to worry about than destroying our big ships.
(Maybe some dice rolls to take out enemy leaders or some such here, but only things that will have a direct impact on the tactical situation as a whole.)
GM: Ok, the TIE fighters are stuck in swirling furballs with the rebel fighters. Meanwhile, back on the moon, as you're marched out of the bunker by the stormtroopers, the Ewoks attack!
Han's Player: Ok, I try to get back into the bunker. We'll have R2 pick the lock.
(He rolls some dice.)
Han's Player: Crap! My dice are cursed. (He scowls at Chewie's player.) Did you touch my dice while I was ordering the pizza?
Chewie's Player: Hey, don't look at me. Uh, I try to find the leaders of the Ewoks and see if we can't get them to draw the stormtroopers away from the bunker. That should give you more time and breathing space to find another way in.
GM: Ok, while the Ewoks battle the stormtroopers, in orbit over the planet, Lando, you can see the imperial capital ships are not driving home the attack, but spreading out to keep you from escaping. Why becomes abundantly clear when the Death Star 2.0 fires it's giant, planet-killing gun to destroy your cruiser Escargot.
All Players: CRAP!
As one group finishes an action that will have an effect (or lack of an effect) on the chances the other, you switch. When one group says, “Ok, change of plans...” or needs a minute to react to a change in the situation, you switch to the other group.
Note that this is why the combined space-and-ground battle in “Phantom Menace” doesn't work as well as the Battle at Endor. In “Phantom Menace,” what happens on the ground has very little bearing on the success of the overall mission. The only thing that really matters is destroying the ship that controls the 'droids. Once that's done, the battle is over. And there's nothing the ground forces can do to make that easier or harder for the ships in the fleet action. If you're playing a battle like that, try to avoid having any PCs involved in the unimportant ground battle. If players have to be there, try to make it interesting by giving them a chance to face a hated nemesis or achieve some ancillary goal that's important to the group as a whole. Otherwise, the folks in the fleet battle are going to tune out and get bored when you cut back to ground battle.
This week, there was a question to the readership that caught my eye:
Dear Johnn,
Just wondering if you have any tips on large-scale battles
where the PCs can influence the outcome. My entire campaign
has been to get to the point where my players can be part of
a battle that they could possibly do different things where
the outcome is not pre-scripted. It's theirs to win or lose.
I GM a Star Wars Saga game, so it's likely to contain big
starships and starfighters, as well as ground forces with
blasters and Jedi. What's the best way I can manage this
without going insane? Splitting the party is bad enough.
- Melissa
I'm answering this question in my blog, instead of emailing it in, because this poor corner of the 'net has been languishing and needs some love.
Actually, while that's true, I also think the answer I have isn't one Melissa or her group would enjoy. It will probably feel like cheating. But it's perfect for folks who play in a style more similar to mine.
First, don't even think about fighting the battle with dice. That way does, indeed, lie madness, or at least the risk of a few failed SAN checks. Don't think of the battle as a giant combat. Think of it, instead, as a puzzle. A nasty puzzle with a timer that kills more people the longer the PCs take to solve it.
Duking it Out
The Battle of Endor at the end of “Return of the Jedi” is probably the best example from all six movies. It includes both ground and space forces, as well as a clash between jedi, all happening simultaneously, and interacting in interesting ways.
On the planet, Han, Leia, Chewbacca and company need to knock out the shield generator. They are not there to kill stormtroopers, to blow up war machines, or assassinate the commander of the imperial ground troops.
They have one mission, and that is to take out the shield generator so the rebel fleet can destroy Death Star 2.0.
What ends up happening is a disaster of epic proportions. They stumble right into the trap that's laid for them, without any indication they're even aware of it. Luckily, because they befriended the Ewoks, they get a second chance.
Here's where things get interesting for us as gamers. Yes, they're in the middle of a battle. Yes, people are shooting all around them, and yes, people are getting shot and killed, equipment is getting destroyed, and all of that. But the goal remains taking out the shield generator. The combat is a complication to the goal, not the primary focus of our heroes. The troops they have with them are basically told, “Hey, hold these guys off long enough for us to get inside this bunker.” Bodycount is hardly a consideration; the only thing that matters is getting into the bunker before the rebel fleet gets destroyed.
No Plan Survives Contact with the Enemy
Because of the utter lack of success on the parts of Han, Leia, and Chewie, Ackbar and Lando have to improvise a new plan. Their original strategy was to smash through any defending fleet, get to the Death Star 2.0 as quickly as possible, destroy it, and then get the hell out. Because the deflector shield is still up, they have to quickly change tactics. The new plan: stay alive long enough for the folks on Endor to destroy the shield generator.
Again, as a GM, there's no need for much dice rolling here. The battle is huge and you have exact specifics on every piece of hardware in the sky. You know how many rebel ships the imperial fleet can destroy in a round, and vice versa. The trick is to find ways to minimize the damage done to the rebel fleet at all costs. “Accelerate to attack speed,” says the general. “Draw their fire away from the cruisers.” At this level of abstraction, it's more like chess then traditional RPG combat. The pieces (squadrons, attack groups, capital ships) maneuver to support one another, deny movement to the enemy, or move to threaten enemy resources. (Lando's solution to the “fully armed and operational battle station” is, I think, an especially gamist one; the Death Star 2.0 will destroy one rebel capital ship a round, but the star destroyers take four rounds to destroy a ship. Therefore, fight the star destroyers where the Death Star can't safely attack.)
Dice Rolls and Lateral Thinking
How long the fleet must endure the punishment of the trap is largely up to the folks on the ground. R2-D2 and Han both horribly botch their “pick locks” rolls. The most important fight on the ground involves Chewie and some Ewoks taking over an AT-ST. (Notice that the poor guys piloting the thing can hardly fight back. The fight is horribly one-sided, with the imperial drivers trapped without weapons in an enclosed space with flesh-eating, midget hunter-gatherers who are brutally adept at butchering far tougher game with their stone-age weapons). Since the bulk of the imperial troops have been led off into the forest, Han is able to use subterfuge to get into the bunker and destroy the shield generator. This finally allows the rebel fleet to execute their original plan of attack.
Daisy Chains of Death and Destruction
The key to making this work is the cascade of consequences in each part of the battle. The effectiveness of Han and Leia and Chewie on Endor has immediate consequences for the fleet action (which affects Luke's confrontation with Vader and the Emperor). This means that, even though the party might be split up all over the place, the players still have a vital interest in what the others are doing. It also gives the GM clues on when to cut between groups.
Han's Player: Oh, crap! It's a trap.
GM: And the shield generator is still up when the fleet arrives. Lando, when the fleet drops out of hyperspace, you're ambushed from behind by a bunch of enemy fighters, and you're not getting any reading on those shields.
Lando's Player: Ok, we'll use our fighters to screen our capital ships. We get right into their teeth and give them something more important to worry about than destroying our big ships.
(Maybe some dice rolls to take out enemy leaders or some such here, but only things that will have a direct impact on the tactical situation as a whole.)
GM: Ok, the TIE fighters are stuck in swirling furballs with the rebel fighters. Meanwhile, back on the moon, as you're marched out of the bunker by the stormtroopers, the Ewoks attack!
Han's Player: Ok, I try to get back into the bunker. We'll have R2 pick the lock.
(He rolls some dice.)
Han's Player: Crap! My dice are cursed. (He scowls at Chewie's player.) Did you touch my dice while I was ordering the pizza?
Chewie's Player: Hey, don't look at me. Uh, I try to find the leaders of the Ewoks and see if we can't get them to draw the stormtroopers away from the bunker. That should give you more time and breathing space to find another way in.
GM: Ok, while the Ewoks battle the stormtroopers, in orbit over the planet, Lando, you can see the imperial capital ships are not driving home the attack, but spreading out to keep you from escaping. Why becomes abundantly clear when the Death Star 2.0 fires it's giant, planet-killing gun to destroy your cruiser Escargot.
All Players: CRAP!
As one group finishes an action that will have an effect (or lack of an effect) on the chances the other, you switch. When one group says, “Ok, change of plans...” or needs a minute to react to a change in the situation, you switch to the other group.
Note that this is why the combined space-and-ground battle in “Phantom Menace” doesn't work as well as the Battle at Endor. In “Phantom Menace,” what happens on the ground has very little bearing on the success of the overall mission. The only thing that really matters is destroying the ship that controls the 'droids. Once that's done, the battle is over. And there's nothing the ground forces can do to make that easier or harder for the ships in the fleet action. If you're playing a battle like that, try to avoid having any PCs involved in the unimportant ground battle. If players have to be there, try to make it interesting by giving them a chance to face a hated nemesis or achieve some ancillary goal that's important to the group as a whole. Otherwise, the folks in the fleet battle are going to tune out and get bored when you cut back to ground battle.
Labels:
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nerd culture,
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Star Wars,
Sword and Planet
Tuesday, October 27, 2009
Nerds: the New Wanted Demographic
Granted, this ad was linked to from Libertarian Nerd Central, and granted also that they'd already put a foot down this path by hiring Mr. Fillion. But how many nerd-references can you cram into a single preview spot?
Buffy, Firefly (with a kinda-sorta sideling reference to "Millenium" and "Space: Above and Beyond"?), Underworld... Am I missing anything? Is Elizabeth Dryden a name I should know?
Buffy, Firefly (with a kinda-sorta sideling reference to "Millenium" and "Space: Above and Beyond"?), Underworld... Am I missing anything? Is Elizabeth Dryden a name I should know?
Friday, October 02, 2009
Thursday, October 01, 2009
Sticking My Nose In...
Ok, I'm posting this here because I couldn't get Blogger to allow me to post a comment over there.
“Over there,” in this case, is David's great blog “Tower of the Archmage.” And he's having some trouble with getting a solo game started with his wife. As he puts it:
And that's a tough divide to bridge. You're thinking Tolkein's Middle Earth, and she's thinking Asprin's Myth Adventures.
Now, normally, I'm not a huge fan of Forge-style gaming. They've got very different goals than I do when we sit down and start rolling dice. But in this case, I think you need to take a page out of their book and work out what sort of game you want in advance. You might be able to wed the drama of High Fantasy with her fields of hungry venus flytraps and flying hamster aviaries. But it you do, it's going to take work from both of you.
As much as you can, outline what you want from the game ahead of time. Dungeon delving? Romance? Slapstick comedy? Funny accents? Ancient terrors that will rise when the stars are right? Make a list and organize in a vague way how you want these included in the game, and to what degree.
Prepare to compromise, and to stand fast where it's necessary. And then honestly adhere to this social contract. Don't try to cheat by sneaking things in around the edges. Don't suddenly spring the thing you agreed wouldn't be in the game on her about midway through the dungeon.
Then, tear the roof off D&D (or whatever game you're playing). Demolish all the boundaries you've created in your minds about what the game “must” be about. If managing a flying hamster aviary and catching rare and exotic hamsters to add to your collection is fun for you, wallow in it. If y'all are enjoying the awkward and forbidden romance between the daughter of a venus flytrap farmer and an elven rogue who always lives on the edge of oblivion, wallow in it. Obviously, you both love the fantastical, so there's some strong overlap there. Find those points of interests in the movies and shows and books you both enjoy and mine them for ideas.
Finally, allow me to scoot even further out on this limb and suggest you try reading Digger. It may give you something of a handle on how you can merge your seemingly unmergeable interests.
“Over there,” in this case, is David's great blog “Tower of the Archmage.” And he's having some trouble with getting a solo game started with his wife. As he puts it:
We both want to have fun, but our ideas of fun are light years apart... I was looking for a good naturally developed dungeon ecosystem, and maybe even a back story for the megadungeon. Virginia's priorities leaned more toward having a fun excuse to draw things like worms in sweaters, flying hamsters, and dwarven ghosts!
And that's a tough divide to bridge. You're thinking Tolkein's Middle Earth, and she's thinking Asprin's Myth Adventures.
Now, normally, I'm not a huge fan of Forge-style gaming. They've got very different goals than I do when we sit down and start rolling dice. But in this case, I think you need to take a page out of their book and work out what sort of game you want in advance. You might be able to wed the drama of High Fantasy with her fields of hungry venus flytraps and flying hamster aviaries. But it you do, it's going to take work from both of you.
As much as you can, outline what you want from the game ahead of time. Dungeon delving? Romance? Slapstick comedy? Funny accents? Ancient terrors that will rise when the stars are right? Make a list and organize in a vague way how you want these included in the game, and to what degree.
Prepare to compromise, and to stand fast where it's necessary. And then honestly adhere to this social contract. Don't try to cheat by sneaking things in around the edges. Don't suddenly spring the thing you agreed wouldn't be in the game on her about midway through the dungeon.
Then, tear the roof off D&D (or whatever game you're playing). Demolish all the boundaries you've created in your minds about what the game “must” be about. If managing a flying hamster aviary and catching rare and exotic hamsters to add to your collection is fun for you, wallow in it. If y'all are enjoying the awkward and forbidden romance between the daughter of a venus flytrap farmer and an elven rogue who always lives on the edge of oblivion, wallow in it. Obviously, you both love the fantastical, so there's some strong overlap there. Find those points of interests in the movies and shows and books you both enjoy and mine them for ideas.
Finally, allow me to scoot even further out on this limb and suggest you try reading Digger. It may give you something of a handle on how you can merge your seemingly unmergeable interests.
Of Caddies and Spartans
Fascinating interview with the author of The Legend of Bagger Vance and Gates of Fire here. Discussions of the warrior ethos, Bronze Age Greeks, the tribes of Afghanistan, and porn. What more could you ask for?
Wednesday, September 30, 2009
Who's Your Deity?
Over at RPG Blog II, Zachary Houghton is pondering clerics. In this case, it's less the age-old cognitive dissonance we've all experienced, where the pseudo-christian cleric mashes up against the pseudo-pagan, polytheistic worlds we game in. Instead, the cleric seems not medieval Catholic enough for Mr. Houghton, which is an interesting perspective on the problem.
It seems to me that it's just the other side of the same coin, however. Pretty much all the other character classes come ready to play right out of the box. The thief needs stuff to steal, the fighter needs things to kill and weapons and armor to do it with, and the magic-user needs spells. All of these can be found in the box.
But the cleric needs a god, and those don't always come in the box. Even when they do, it's rarely more than a list of powers or approved spells and equipment. It isn't enough. It's not what we expect when we're talking about religion.
Part of that is the modern perspective. We assume religion is a personal thing, a one-on-one relationship between worshiper and deity. This was not always the case. In the city-states of the Bronze Age, religion was a civic matter, and worship was a duty you owed your community, just like paying taxes and jury duty. It certainly wasn't a matter of personal choice, and thinking that you could have personal relationship with a god, like Odysseus or Perseus, was the height of hubris. Besides, most folks who ended up in personal relationships with the gods usually came to regret it.
The assumption in D&D tends to be more of the modern, personal relationship model that most of us who grew up in the West are familiar with. The cleric loses access to spells and powers if that individual deviates from the deity's dictates and interests, not if the god's favorite city gets sacked or the priests at the holiest of temples stop making sacrifices. The cleric is often expected to proselytize and bring more worshipers to their deity. Zeus didn't need folks wandering in barbarian lands spreading his word, and he didn't get his nose bent out of shape if you worshiped other gods, just so long as you kept the sacrifices and adulation coming. The Romans even made sacrifices to “the Unknown God” just to be sure they didn't offend some deity they'd never heard of due to ignorance.
But if you're expected to adhere to a set of divine strictures and spread the word of your god's greatness, you kinda need to know what those strictures are and what makes your god so great. The vague guidelines provided by the rules typically result in goody-two-shoes characters who make vague pronouncements on those rare occasions when they can address a crowd and must be conveniently facing the other way when the party decides they have to do something that the cleric's god disapproves of. (Or, even more bizarrely, tree-hugging, vegan druids who will starve the wolf's cubs by saving cute little lambs.)
It's traditionally been the campaign settings that have filled in the gaps, with varying levels of success (Planescape has probably provided the most fun with this idea). Frankly, if I had the power to remake D&D, I'd probably dump the cleric class entirely, give anyone and everyone the opportunity to earn powers from the various deities based on their level of service to said divinity, and moving healing powers to rangers, elves, and sage-type characters.
Art by Sir Lawrence Alma-Tadema and William Shakespeare Burton
It seems to me that it's just the other side of the same coin, however. Pretty much all the other character classes come ready to play right out of the box. The thief needs stuff to steal, the fighter needs things to kill and weapons and armor to do it with, and the magic-user needs spells. All of these can be found in the box.
But the cleric needs a god, and those don't always come in the box. Even when they do, it's rarely more than a list of powers or approved spells and equipment. It isn't enough. It's not what we expect when we're talking about religion.Part of that is the modern perspective. We assume religion is a personal thing, a one-on-one relationship between worshiper and deity. This was not always the case. In the city-states of the Bronze Age, religion was a civic matter, and worship was a duty you owed your community, just like paying taxes and jury duty. It certainly wasn't a matter of personal choice, and thinking that you could have personal relationship with a god, like Odysseus or Perseus, was the height of hubris. Besides, most folks who ended up in personal relationships with the gods usually came to regret it.
The assumption in D&D tends to be more of the modern, personal relationship model that most of us who grew up in the West are familiar with. The cleric loses access to spells and powers if that individual deviates from the deity's dictates and interests, not if the god's favorite city gets sacked or the priests at the holiest of temples stop making sacrifices. The cleric is often expected to proselytize and bring more worshipers to their deity. Zeus didn't need folks wandering in barbarian lands spreading his word, and he didn't get his nose bent out of shape if you worshiped other gods, just so long as you kept the sacrifices and adulation coming. The Romans even made sacrifices to “the Unknown God” just to be sure they didn't offend some deity they'd never heard of due to ignorance.
But if you're expected to adhere to a set of divine strictures and spread the word of your god's greatness, you kinda need to know what those strictures are and what makes your god so great. The vague guidelines provided by the rules typically result in goody-two-shoes characters who make vague pronouncements on those rare occasions when they can address a crowd and must be conveniently facing the other way when the party decides they have to do something that the cleric's god disapproves of. (Or, even more bizarrely, tree-hugging, vegan druids who will starve the wolf's cubs by saving cute little lambs.)
It's traditionally been the campaign settings that have filled in the gaps, with varying levels of success (Planescape has probably provided the most fun with this idea). Frankly, if I had the power to remake D&D, I'd probably dump the cleric class entirely, give anyone and everyone the opportunity to earn powers from the various deities based on their level of service to said divinity, and moving healing powers to rangers, elves, and sage-type characters. Art by Sir Lawrence Alma-Tadema and William Shakespeare Burton
Madonna's "Die Another Day"
I got a hankerin' to hear this song yesterday, so I tracked it down on YouTube and found the official video. It starts off appearing to be what you'd expect: the usual intercuts between the singer performing the tune on a minimalist backdrop and scenes from the movie. It then goes into a wierd collision of traditional Madonna, the opening credits montage from the movie (but with Madonna instead of Brosnan being the one tortured), Spy vs. Spy, and kabbalah. Lots of glass gets broken, we've got a battleaxe vs. halberd fight, and my favorite bit is when Madonna steal's Oddjob's hat.
(Kimm, you don't want to watch this. Trust me. Other cat-lovers may also want to give this one a pass.)
(Kimm, you don't want to watch this. Trust me. Other cat-lovers may also want to give this one a pass.)
Tuesday, September 29, 2009
In Over My Head
And it sure feels nice!
I have a few friends and acquaintances who are serious artists. I mean they do art for living. They don't putz around with it in their spare hours or sneak it in during their lunchbreak. I mean they are full-time, to-the-hilt, paying-the-bills-with-their-creative-skills artists.
Being creative types, they live their lives outside the boundaries that most of us take for granted. They're a quirky bunch, given to deep emotions and a devil-may-care attitude towards things most of us lie awake at night fretting about. Being outsiders, they have something of a kinship with other artists, though like bloodline kinships they can be fraught with animosities and rivalries and out-and-out feuding.
But the one thing they all seem to save their deepest, most venomous hatred for are people who settle into a rut with their art. Sure, going for the low-hanging fruit is understandable; sometimes you just need to pay the bills. But falling into a niche and just stagnating there, never pushing your talent, your assumptions, or your craft is the ultimate blasphemy. I have seen an artist I greatly admire, a man with amazing people skills who always makes you feel special and appreciated and remembered, no matter who you are, erupt into a torrent of blazingly acidic contempt for another artist who was clearly just aping the style of a former star.
Now, I don't consider what I do with my RPGing to be “Art” and I do only dabble in it during my spare time. I'm not a professional, and I don't really see myself pushing the hobby's collective envelope or anything. But it is fun to push my own, and I'm deep into that now.
It's most noticeable in the solo game. It's gone from very traditional dungeon-delving into something dominated by interpersonal relationships and the like. I've dipped my toe into these waters before, and usually with less-then-exemplary results. When I've had games sputter out in the past, it's sometimes been because the game has gone to similar places, but we've never really found our groove there.
This time, things seem to be catching. Time will tell, of course, and as always it's more about what the players want than my own skills, but I'm feeling traction where before the wheels just slipped and spun. There's no strong sense of momentum in the game, but there's still a sense of motion, of texture and depth.
It's hard to describe, honestly. But it's fun. I'm starting the game sessions with a sense of real trepidation. I know what it feels like when a game is beginning to falter and I can feel that nipping at our heels, but it's not caught up to us yet. Are we on the verge of a breakthrough? Will we come through to see vast new expanses of gaming possibilities that have eluded us before now, or that we never even expected were available?
The group game isn't quite treading the same territory, but it's had it's own excitements, primarily in how the group is trying to come together. That, combined with some traditional dungeon delving but with distinctly untraditional themes woven through, has given the game a unique character in my mind. I'm not just going through the motions with this one; the players keep challenging my assumptions and I hope I'm challenging theirs. Again, only time will tell how successful this actually is. I'm having fun, and getting reports back that fun is being had. As always, that's the most important thing.
I have a few friends and acquaintances who are serious artists. I mean they do art for living. They don't putz around with it in their spare hours or sneak it in during their lunchbreak. I mean they are full-time, to-the-hilt, paying-the-bills-with-their-creative-skills artists.
Being creative types, they live their lives outside the boundaries that most of us take for granted. They're a quirky bunch, given to deep emotions and a devil-may-care attitude towards things most of us lie awake at night fretting about. Being outsiders, they have something of a kinship with other artists, though like bloodline kinships they can be fraught with animosities and rivalries and out-and-out feuding.
But the one thing they all seem to save their deepest, most venomous hatred for are people who settle into a rut with their art. Sure, going for the low-hanging fruit is understandable; sometimes you just need to pay the bills. But falling into a niche and just stagnating there, never pushing your talent, your assumptions, or your craft is the ultimate blasphemy. I have seen an artist I greatly admire, a man with amazing people skills who always makes you feel special and appreciated and remembered, no matter who you are, erupt into a torrent of blazingly acidic contempt for another artist who was clearly just aping the style of a former star.
Now, I don't consider what I do with my RPGing to be “Art” and I do only dabble in it during my spare time. I'm not a professional, and I don't really see myself pushing the hobby's collective envelope or anything. But it is fun to push my own, and I'm deep into that now.
It's most noticeable in the solo game. It's gone from very traditional dungeon-delving into something dominated by interpersonal relationships and the like. I've dipped my toe into these waters before, and usually with less-then-exemplary results. When I've had games sputter out in the past, it's sometimes been because the game has gone to similar places, but we've never really found our groove there.
This time, things seem to be catching. Time will tell, of course, and as always it's more about what the players want than my own skills, but I'm feeling traction where before the wheels just slipped and spun. There's no strong sense of momentum in the game, but there's still a sense of motion, of texture and depth.
It's hard to describe, honestly. But it's fun. I'm starting the game sessions with a sense of real trepidation. I know what it feels like when a game is beginning to falter and I can feel that nipping at our heels, but it's not caught up to us yet. Are we on the verge of a breakthrough? Will we come through to see vast new expanses of gaming possibilities that have eluded us before now, or that we never even expected were available?
The group game isn't quite treading the same territory, but it's had it's own excitements, primarily in how the group is trying to come together. That, combined with some traditional dungeon delving but with distinctly untraditional themes woven through, has given the game a unique character in my mind. I'm not just going through the motions with this one; the players keep challenging my assumptions and I hope I'm challenging theirs. Again, only time will tell how successful this actually is. I'm having fun, and getting reports back that fun is being had. As always, that's the most important thing.
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