Grant and Peter take a break to talk about collectible card games! We talk about our experiences with games both paper and pixelated: War of Omens, Hearthstone, Magic: The Gathering, Doomtown, and the Legend of the Five Rings CCG. Plus, work disaster stories!
A lot of the time, when a gaming group gets together to pitch ideas for their next game, it’s almost an overwhelming avalanche of ideas at first (or maybe that’s just my experience, but that’s all I’ve got to work with, so I’m going to run with that assumption). And usually, just about everyone at the table is fine with just about all of the ideas. However, I’d like to direct your attention to the number of qualifiers in the last sentence, because everybody has a few deal breakers and they seldom match across an entire gaming group, and they also will change over time. Leaving aside material members of your group find offensive, inappropriate, or painful/triggering for some reason, there’s still going to be a disparity of taste in your group that you have to work around.
For example, I’m not terribly interested in anything that prominently features vampires, will need some serious convincing to play in a Star Wars or Star Trek game, and I also very strongly prefer my games to have what Ken and Robin refer to as “nerd tropes” in them – that is to say elements of science fiction, fantasy, and/or horror. I have no interest at all in my PC having a romantic relationship with another character in the world, and perhaps most importantly, I really don’t want to play a bad guy.
I know of other players that prefer their character have thick swaths of darkness, who don’t like Westerns (which makes me sad), and who prefer not (or even refuse) to play anything that isn’t their preferred edition of D&D or Pathfinder.
Once you get a group together, it can be challenging to get all of these “holes” lined up in such a way that you have a game that isn’t a deal-breaker for somebody at the table, and occasionally you hear of situation where people stop trying and form new groups because some player or group of players has a set of deal-breakers that the rest of the group can’t work around. And while this can sometimes be a shame and a monument to stubbornness, I’m going to go a little “out there” and suggest that it might not always be so negative. That will not, however, from suggesting that perhaps some of our dealbreakers (including mine) couldn’t benefit from a little bit of re-evaluation from time to time. Am I really that against anything involving vampires, or did I just need a breather? My recent acquisition of several Night’s Black Agents products, including backing the recent Kickstarter for the Dracula Dossier suggests otherwise. I’ve certainly enjoyed stuff in the Star Wars and Star Trek universes, and my objections there are mostly grounded in fears that, as a fairly casual fan of both properties, I’ll have insufficient “setting cred” to participate well. And I’m sure a game set during a sufficiently interesting time and place could overcome my ravenous craving for the fantastic in my gaming experiences. I could probably use to “stretch” a bit on these ones.
On the other hand, ask me to play a romantic lead or a villain as a PC, and it’s going to kill my buy-in. At best, I’ll be bored. At worst, I’ll be uncomfortable, and either will make the game awkward or otherwise un-fun for other folks who want these elements in their gaming. That isn’t to say that nobody I game with ever gets to do these things again, though – just that they needn’t invite me. And that, I think, is where the balance needs to be struck. Sometimes you need to stretch and flex a bit, but if you can’t or won’t and the rest of the group really wants to do something you have no interest in, it’s very much okay for them to proceed without you, and both you and they should be okay with that. This set of circumstances should also NOT spell the end of your friendship or contact with the old group, either! And this is where, by the way, the positive comes in. A lot of the time, events like this can create new gamers or groups as players or GMs find themselves a little short of the number of people they’d like for a given campaign. It also can create a loose network of gaming groups in a region after a while that will freely swap players around, which leads to cross-pollination of ideas and storytelling techniques, which is ultimately good for the hobby. If some of my older gaming groups had never broken up, it’s unlikely that I’d be writing this blog post today. So be flexible, but if you can’t bend any further, don’t make everyone miserable – start something new.
I’d be interested to hear what your “deal breakers” are and how much wiggle room you’ve got in there, as well as any stories that have arisen out of a group splitting over different creative desires. Let me know in the comments!
Mike Perna of Innroads Ministries and Game Store Prophets joins us to talk about a complex problem in both faith communities and geek communities: Gatekeeping. Mike’s joined us before for Episode 33 (“Our Origin Stories”), and he was a perfect fit for this topic in many ways. He previously wrote an excellent article on gatekeeping, and has a lot of wisdom and experience to share with us. We hit on a lot of small details—’controllers’ vs. ‘facilitators’; gatekeeping in church and in geek culture; comments on “pastoral customs” by Pope Francis; and others—but our focus is on solving the problem when you encounter it, not just documenting it. It’s a rather thoughtful episode, so enjoy, and tell us what you think in the comments!
In my last blog post, I lamented the heaviness of the GURPS system relative to my own available prep time and went over some of my thought process in finding a new system. This week, having settled on FATE, I’m going to go over some of the specifics of converting the game over. I’m far from an expert at this, so take this more as a set of observations than any sort of useful guide.
First and foremost, I have definitely decided on FATE. I snagged the FATE Core System from my friendly but sadly not-very local game store, Games Plus in Mt. Prospect, IL. I’ve also ordered a set of FATE dice and the toolkit book online. I feel a little bad not having grabbed those at the store too, but it’s over an hour’s drive and I wasn’t as sure that I’d be using FATE when I bought the core book as I am now.
Here’s what FATE has that’s making it more attractive than GURPS right now:
- It’s simple. While I love GURPS (it was what got me into the hobby in the first place, after all!) and I especially love the newest edition now that I’ve invested in it a bit, you would be hard-pressed to find a playable game system with more pages of rules text. The core book is actually a 2-volume set that clocks in at just under 600 pages, and with the exception of about 50 pages, the entire thing is rules and examples of those rules being implemented. A lot of it boils down to simple concepts, but that is still an impressive corpus of material. And that’s before you get into magic and powers, before you get into advanced technology, before you get deep into the martial arts system – you get the idea. In order to get everything I wanted into the GURPS version of the setting, I was referencing something like twenty separate books. I’m going to be using two books for FATE, and they’re smaller – both in terms of page count and page size. The FATE books are about the same size as a novel, whereas GURPS books use the more traditional RPG form factor.
- That simplicity translates into a shallower learning curve. A FATE character sheet fits on one side of about a half-sheet of paper. If your write small like I do, you could probably fit it on a 3×5 card. By contrast, the GURPS character sheets for the play group filled 3-4 full sheets of paper. This means there is a lot less to keep track of in play, a lot fewer systems to teach, and a generally shallower learning curve. It also knocks GM prep time down dramatically.
- Aspects. I don’t think there’s a rules concept that’s been stolen for homebrewing more than aspects. For those unfamiliar with them, Aspects are a bit of descriptive text such as “Foppish Minstrel” that can be either Invoked (used for the PC’s benefit by spending a fate point) or Compelled (used to their detriment to make the game interesting with a Fate point given as compensation). They’re a really interesting facet of FATE’s game design, and I look forward to seeing the ones my PCs come up with.
- Versatility. It’s going to look different than GURPS, but I’m pretty sure everybody will make the transition. This is a really good thing, because, as I’ve described previously, my player group contains both an artificial intelligence and a wizard. In addition, the world has supernatural monsters, aliens, advanced technology, and so forth. Versatility isn’t just nice or useful, it’s essential.
- Speed of play. There’s not a lot to keep track of in FATE, and it leans heavily on story rather than mechanics. That should allow us to get the most out of our sessions.
- SRD: I have a copy of the rules in print, as does Grant, but the rest of our group can access them for free online without resorting to piracy.
That’s all to the good. There have been some unforeseen consequences, though: FATE is extremely collaborative, to the point where coming up with certain aspects of the world is intended to be a group activity. This is very different from GURPS, which is a more traditional “the GM makes up everything and the players discover it” type of game. To be honest, even though I wasn’t expecting that and could probably work around it, I’m actually looking forward to see how it goes. The other one is that even though I’m not going to be using GURPS for the campaign’s rules per se, I’m probably going to keep a few of those books handy for ideas for story elements, technology, etc.
I know from comments on the prior blog post a few of you out there have had the experience of switching systems on the fly. I’d love to hear how it went and what went into the transition. In the meantime, I’m pretty excited to see what Grant cooks up in his Unknown Armies game.
Grant and Peter are back to talk about non-human player characters—the weirder, the better! After a quick reminder to rate and review us on iTunes or Stitcher, we get on with our main topic. We run through the spectrum of inhumanity: Near-humans, former humans, intelligent animals, and more! Then, we go through questions players (and GMs) need to ask themselves about these sorts of characters to make them effective, believable, and interesting.
I’m on vacation this week, and as such, my routine is a little off. I forgot I had a post to write until Grant jogged my memory, so I apologize that this post is coming a little later than they typically do. -Peter
Recording Episode 64: Matching System and Story got me thinking about the topic referenced in the episode title, but I kept mulling it over for a long time after we finished recording the audio for the episode. As I’ve referenced on the podcast, I’ve been GMing a GURPS game for the gaming group that Grant and I are in. There’s been some good player buy-in and our gaming group’s inter-player dynamics are good enough to make many groups green with envy, but despite all of that, I put the game on what’s hopefully a short hiatus last week.
The reason was, of all things, prep time. GURPS is a really neat, really useful system, and it’s capable of having an AI that operates remotely in the same party as a ninja, a wrecking machine with a combat exoskeleton and a heavy assault rifle, and a wizard/field scientist. However, at the power levels my PC group is operating at (800 points), all of that awesome requires awesome challenges, and often awesome foes, and when a goon takes you 45 minutes to an hour to stat up properly with the aid of character generation software, something has to give. GURPS’s simulationist mechanics also tend to move slowly in combat, and it’s really, really easy for someone to take a rifle round and die. None of this is to say GURPS is a bad system – I’ve used it before and enjoyed it, but it wasn’t fitting quite right with the feel I wanted – my intention was something closer to an action movie – and even if that was going perfectly, the prep time was more than I could handle.
I entertained a number of different system ideas – I have a fairly substantial library of generic and semi-generic systems, but as it turns out, this was a thorny one.
- Feng Shui 2 just came out, and as a Kickstarter backer, I have a copy. It is specifically geared for action movie style roleplaying to boot. But there’s no way to model Grant’s really interesting artificial intelligence PC. Egeria (the PC) is a massive supercomputer/data center in the bowels of the Intrigue, the warship the PC group is based out of. None of her abilities are physical in any way – she operates by accessing things remotely, hacking, piloting small drones (or larger ones), and receiving A/V feeds from the other PCs. There’s nothing at all like that in there. Dang it. Scratch that one.
- GUMSHOE is a system I’ve really been wanting to try running for a while, and I have a good selection of different products that could be hacked together in different ways. However, none of them really cover the AI or the science-y wizard. No dice on that one, either.
- Mutants & Masterminds would probably allow a pretty clean PC translation, but the four-color nature of the artwork and writing was causing me cognitive dissonance as I read it, and the prep time would likely be only slightly less intensive than GURPS, though it would probably work in a pinch.
- D20 Modern has the same prep time issues as Mutants & Masterminds, and also couldn’t handle Egeria.
- Savage Worlds is a fantastic system, but we just used it for our last campaign, and it too would have some trouble with the AI and the wizard.
Finally, in frustration, I did what I should have done first: asked my gaming group for suggestions. Grant suggested the FATE system, which is ultimately going to be what I’m going to try converting to. It’s both generic enough and narrative enough that it can handle the PCs and an interesting assortment of bad guys, the rules are available free online, which is useful to both me and my players, and it’s flexible enough to handle the specific tone I’m trying to set. I’ve got some time off this week, so I’m going to start the conversion process.
The take-away from my whole ordeal is this: If you find yourself in a situation like this and get stuck, make sure you ask for ideas from other folks as as soon as possible. If you’re stuck, there’s nothing like another person’s brain to get you UN-stuck. Other roleplayers, particularly ones that have played and/or read a lot of different systems, are your best resource for clearing the mental logjam. It’s also not a bad idea to diversify yourself a bit. One of those systems sitting on your bookshelf might be just what you need some day.
Grant and Peter are back, with Fear the Con 8 behind us and new gaming horizons ahead! Grant’s had some major changes in his local gaming group, which prompt some discussion, but soon enough it’s on to our main topic: Picking a system that works best for the kinds of stories you want to tell while gaming. From universal to simulationist to light-weight indie games, we weigh all the considerations we can to help you pick the right game. Plus, some (well-deserved) plugs for System Mastery [sometimes NSFW], and this clever trick for making your own Fate dice!
I haven’t managed to game with other people since I got back from Fear the Con, though not for lack of trying. My regular gaming group has had a “perfect storm” of scheduling conflicts that has gone on for several weeks as various group members deal with the responsibilities, obligations, and inconveniences of adult life. This sort of thing is nobody’s fault – evidenced by, if nothing else, the fact that each individual group member, myself included, is responsible for about the same amount of cancellations as any other. Still, it can get disheartening when we can’t get together and game on a regular basis.
Everyone with something to say about gaming has made the same suggestions over the years: carve out the time, obligate yourself, come up with pick-up games or a separate, lightweight game that can allow for a partial group. Those suggestions are good as far as they go, but sometimes even those pieces of advice don’t work, and it can get disheartening when someone other than the usual busy people can’t make it, which usually leaves you with no pre-planned fallback. So I humbly submit the following advice for when a few too many members of your gaming group need to tend to various other irons in life’s fire.
1. If your gaming group is made up of your friends (and I hope it is – gaming with friends is wonderful), see if you can at least hang out with a few of them and socialize. If you’re lucky enough to live close by, go to dinner, go do something else fun together, hang out and play video games if possible. if, like my gaming group, you’re spread out over three time zones in four different states, see if you can at least get an hour or two on Skype or a Google Hangout with at least one of them. Not being able to game is unfortunate. Not maintaining your friendships can eventually become tragic. Not to be melodramatic or a downer, but losing track of one’s friends is one of the top five regrets of the dying. It’s worth it to let some other, less-important things slide in the service of having worthwhile relationships in your life.
2. If the perfect storm has happened and you’re by yourself but really wanting to game, do some kind of prep that’ll be useful next time. Look over your character sheet (or draw up a clean one if you’ve been putting that off), watch something similar to your game or play a video game that reminds you of it. Sometimes the best you can manage is doing something that keeps you in the same creative or thematic space as the game. It is, however, worth doing a little out-of-the-box thinking if you’re in this predicament. For example, when Grant’s Savage Shadowrun game was going on, instead of just looking for cyberpunk stuff to watch, read, or play, I’d probably have been more apt to watch episodes of White Collar or Leverage for heist ideas. Along these same lines, it can be good to intentionally consume some media outside of your usual genres for ideas. I’ve beaten this drum plenty, but I recommend espionage and crime thrillers in particular for gamers. The characters in those movies are almost always player character types, and you’ll get some fun ideas for things to do at the table watching or reading them.
3. If, on the other hand, you’re experiencing some gaming burnout, take the opportunity to do something completely different. Organize something around your residence, go for a walk, watch something totally unlike the game you’re in, etc. It can be nice to have a palette cleanser every now and then, and it baffles me that we in this hobby are so reluctant to suggest taking a break now and then. There are a lot of things I really enjoy in life, but there’s nothing, literally nothing at all, in my life that I don’t occasionally need a break from. There’s some evidence that variety of experience can help with depression, too, so it pays to switch things up a bit now and again. (If you’re interested in hearing at least a little bit more about that, give a listen to episode #113 of The Art of Manliness Podcast).
4. Most importantly: don’t give up and don’t get bitter about the situation. Once you’re out of your early twenties, responsibility has the disturbing tendency to chase you down and eat your free time. Children, jobs, volunteer obligations, church, illness, and so forth will interfere with your gaming schedule, and more importantly, they will almost certainly interfere with the gaming schedules of everybody in your group. It’s absolutely critical to be mature about these ups and downs, because it is inevitable that even if your life is stable with big chunks of free time, at some point, it will be your turn to be the reason for cancellation.
Grant and Peter sat down together—in the same room for the first time in the history of Saving the Game—and recorded a short bonus episode together at Fear the Con 8 in St. Louis, MO! We talked about a lot of games and people, including Mikey Mason [NSFW] and Rev. Derek W. White, but mostly we talked about what we did at the convention and how much fun we had there with the extended Booter family. Enjoy!
There isn’t much to say this week except this: Thursday is Fear the Con 8!
Both of the current hosts, Grand and Peter, will be there, and we hope to see you there, too!