Tuesday, February 26, 2008

The Clock Strikes Thirteen

I've finished my Don't Rest Your Head scenario, and I think that'll be the title. I'll put it away for a couple of weeks, then get it back out to see if it still looks good to me.

I had a couple of surprises along the way writing this one. I thought it'd be a lot like my Sorcerer material, but the surreal feel of DRYH definitely takes it to a different place. The DRYH approach to character generation strongly shaped everything I did, and refocused where I was going with the characters at one point when I thought I might be getting seriously stuck. I liked that. There might be another story or two ahead for me set in the Mad City.

This brings my new TOON idea to the top of the project list, and it's already well started. This one shouldn't take more than two weeks' focused effort to finish, but I've got another Grandmother Spider session upcoming, and I'll have to put some time into that, probably before I can complete the TOON scenario. Still, it'll probably be finished by the end of March.

Then it's on to my two GURPS projects that I plan to run in 2009. I might try alternating working on each one so I don't get bored of either of them along the way, since there's no immediate need for either of them.

In keeping with my recent creativity spurt, I might even take some time away from the two GURPS projects if something else inspires me along the way, since that approach seemed to work for a while. I just have to make sure I actually complete something once in a while.

Sunday, February 24, 2008

Dungeons and Dragons, Fourth Edition

What does it tell us when the roleplaying industry leader is a follower? Granted, the new edition hasn't actually been released yet, but what I've read indicates that the upcoming new edition of D&D is overtly modeled after the success of the MMORPG World of Warcraft. My question here is why someone who enjoys World of Warcraft would play D&D modeled after World of Warcraft when they could just as easily actually be playing World of Warcraft? This subject first came up a long time ago, in a way, when roleplayers started realizing that they were losing a lot of players to MMORPGs because MMORPGs provided the same type of fun they were getting from their paper and pencil RPGs and provided it faster and in a more visual, less mentally taxing way.

The main thing that paper and pencil RPGs offer that MMORPGs can't is flexibility. A computer moderated game can't allow you to try an "out of the box" solution to a problem. So why not focus on what paper and pencil games do that MMORPGs can't, rather than being a lame MMORPG? I suspect that there are a couple of reasons for this. For one, the business guys at Hasbro see WoW making truckloads of money, and see that D&D is almost the same thing, but not nearly as profitable, and the word came down that the sensible thing to do was to make D&D more like WoW, in a business sense as well as a flavor sense. Secondly, if D&D players are giving up D&D for WoW, there's clearly something they like there that's worth emulating.

Honestly, I don't know what I'd do if I were in charge of the D&D brand and was bleeding players to more technologically oriented games. I might well make the same decision they did, but I don't think it's a viable strategy for the long term. D&D isn't going away tomorrow, but it might not be around (at least not in the form we know it now) in ten years.

This direction for D&D doesn't bother me terribly much because it doesn't touch what I personally love about roleplaying games. I lost interest in dungeon crawls and cool powers a long time ago in favor of deeper characters and more intricate plots. If hack-&-slash players are better served elsewhere, that's a Good Thing. They're happier, and so am I because neither of us is bringing down the fun of the other by trying to share a table with people who have entirely different ideas about what is fun. I don't think technology will be ready to replace the human elements I enjoy for quite some time to come. My only concern is where new roleplayers will come from, since many players of non-D&D RPGs traditionally come from the ranks of D&D players who became frustrated because they were looking for more story than wargame and realized they were unlikely to find that in most D&D campaigns. I could see paper and pencil RPGs dwindling down to numbers similar to the remaining traditional wargamers, which could be a problem, since RPGs are a social activity. It's possible that that problem could be solved in time by improving the experience of playing over the internet. Wizards of the Coast may actually be helping to solve just that problem in the long term, as I understand they're working on ways to improve the ability of players to interact via the internet to play D&D. Time will tell.

Saturday, February 23, 2008

2008 Convention Plans

This year, I plan to offer "A Dance of Pairs" for Sorcerer at PoliCon in April (assuming that there is a PoliCon and that I'm invited).

At DexCon in July, I plan to offer "Fear Itself" for In Nomine on Saturday afternoon, "A Dance of Pairs" for Sorcerer on Saturday night, my new yet-to-be-named Don't Rest Your Head scenario on Sunday morning and "A Slice of Blackwoods" for GURPS Banestorm on Sunday afternoon. I'll also slip my new TOON scenario in a noonish slot on Saturday at DexCon if I can finish it in time.

At the fall MEPACon in November, I'll offer "Controlling Interest" for GURPS Cabal on Friday night, "Fear Itself" for In Nomine on Saturday afternoon, "A Dance of Pairs" for Sorcerer on Saturday night, and the Don't Rest Your Head scenario on Sunday afternoon. The new TOON scenario will likely fit in on Sunday before the DRYH session, again if it's ready by then. Except for TOON, it's all horror, and horror tends to go over well at MEPACon, so that's a Good Thing.

Looks like a relatively light year for me again, which I hadn't expected. My wife is encouraging me to go to GenCon as well because I enjoyed it so much last year, but I also have some things I need to do this year that would likely make GenCon a bit more than my finances can handle. I'm scheduling the time off from work anyway and considering the possibility, but I'm not optimistic at this point.

Sunday, February 17, 2008

Current Creative Process

It's been a strange week creatively. I had a couple of rough days at work, which usually takes a lot out of me, but on the other hand, I've been bouncing from project to project as inspiration took me, which seems to have been a good way to work. The ideas just kept coming rather than my stalling out a bit, as tends to happen when I stick with one project too long.

I'm essentially ready for the next Grandmother Spider session, though I should probably jazz it up a little, and will likely do just that when I have some time and the inclination.

I was also working on my Don't Rest Your Head scenario, which I consider my Current Project RPG-wise, and that's progressing nicely. I'm well on my way to completion, and came up with a cool idea of my own that I think really fits with the setting and adds to it. I'm still not pleased with any of the titles I have, but that'll come in time. If all continues to go well, I could finish this one inside of the next two weeks.

I even took the time to add a few ideas to my new TOON scenario. I now have a complete format for the scenario, though most of the bits need a lot of fleshing out. I haven't even started statting out the characters, but that's not terribly hard in TOON.

I've also done a little thinking and minor research on the two GURPS projects to follow the TOON scenario, so while I'm not getting as much done in my life as I'd like in some respects, it's been a good week creatively.

Tuesday, February 12, 2008

Fluid: Grandmother Spider

We played the second session of the Grandmother Spider campaign this past Sunday night. For those just tuning in, this roleplaying campaign is set in Joss Whedon's Firefly universe during the Unification War, using my own set of rules, which is currently in development.

The session went well enough from the players' perspective, even if it was a bit short again. I made some changes to the rules again, and the changes had the desired effects, but we're still not quite where I want to be. Two of the five players took advantage of one of the established rules that I didn't actually think would get much play, and that was a Good Thing.

Still, I find myself a bit frustrated at this point. I've realized that I've written a set of rules for players with a writer's mindset, and what I have for the most part are players who actually come just to play a game. How dare they? ;-) On the other hand, part of what I'm after is a set of rules that encourage players to contribute to the plot without requiring it, and I think I now have the rules change that will accomplish that without messing up anything else. I'll try the new rule during the next session. By now, the players are becoming accustomed to the rules changing every time, and I appreciate their patience while I muddle through my thought process.

What puzzled me at one point is that the players liked Fluid, even though it seemed to be asking things of them that they didn't want to do. I finally figured out that what they liked is that the simplicity of the system made character generation and task resolution very easy, and the fast task resolution made the plot move much more quickly than in conventional roleplaying, which was exactly what I'd had in mind. The problem is, when the plot moves that much more quickly and the players aren't contributing much to the plot (which the rules assumed they'd do), the GM has to come up with an awful lot of material personally on the fly. I can't just run a two hour fight scene with Fluid, unless the players really want it! And because the plot moves so much more quickly, it's hard to anticipate what the players are going to do far enough ahead to function. And of course, it's very hard to come up with good plot on the fly.

Fortunately, I think I have a solution, which is surprisingly simple. It comes down to keeping a simple question in mind for each character, which boils down to "What do I want to know about this character?", and coming up with story elements that will force the player to, in effect, answer those questions by making a choice within the story. If I'm really on top of things, I might be able to come up with elements that will do the same thing for multiple characters at the same time. And if we run out of questions to ask about this set of characters, it's time to move on to something else. The trick is to come up with good questions fast enough, and I won't know if I can do that until I try. If the players decline to raise questions about their characters themselves, it's up to me to do it, and I think I can.

Sunday, February 10, 2008

Quick Movie Reviews

Stardust - This one is charming, and I don't know why it didn't do better in the theaters. It wasn't as good as, say, "The Princess Bride", but it had that fun sort of fairy tale feel to it. Definitely recommended.

Eternal Sunshine of the Spotless Mind - I was intrigued by how polarized the Netflix reviews were for this one. I'm not especially a fan of any of the actors involved, but thought the premise was unique enough to check it out. The bottom line is that I thought it was original (which is hard to come by these days) and intelligent. I think the polarized reviews came out of it being too smart for the room, and a lot of people who didn't like it seemed to be expecting a comedy, which it wasn't. Also recommended, but remember that the story is being shown out of order, which seemed to confuse a lot of the people who didn't like it.

Resident Evil: Extinction - I'll admit to watching the first two Resident Evil movies, largely because my wife loves a good monster flick. The first two were okay, because the monsters were kind of fun to look at, and there were some attractive women (Sienna Guillory in the second one is a particular favorite) to enjoy. We're not looking for Shakespearean quality writing here. The third movie is a step down from the first two in almost every respect, with Ali Larter not being as much fun to watch as Sienna Guillory, the monsters not nearly as cool, and even the writing was a step down. It's time to put this series out to pasture, guys. Not recommended.

The Cabinet of Doctor Caligari - I'm talking about the 1920's original here, folks. There are reasons why this one, like Nosferatu, still holds up after so many years. The sets remain the best reason to watch this one, as strange as that will sound, and the story is good. I read on Wikipedia that someone did a remake with the sets duplicated as closely as possible, but with sound and modern quality acting. I can believe that, for once, that sort of remake might actually have been a good idea. Recommended, but keep the time period in mind while you're watching to get you past the acting.

Ghost Voyage - Yes, this is a Sci Fi Channel movie, and these are are almost uniformly awful. We ended up watching this one almost by accident. And yet, there's something to learn here, which is how thin the difference is between a good movie and a bad movie. The premise was good, and if the writing, directing, and special effects were just a shade better, and the acting a lot better, this could've been a really good film. I wouldn't recommend it, but I might steal the premise for a roleplaying session sometime.

Night Gallery, Season One, Disc One - I hate to admit that I remember watching these on television when they were new. I rented this because I wanted to see how well this old favorite would hold up, and the honest answer, at least for this disc, was "not very well". There are some good acting performances (Burgess Meredith springs to mind), but episodes that I thought were stupid as a kid ("The Nature of the Enemy", in particular) still strike me as stupid now. I was hoping that watching these from an adult perspective might reveal a few gems that I'd missed the first time, even if it meant that some of the ones I'd enjoyed when I was young might not hold up, but I found no unexpected gems on this disc. I'll continue with the series, but I plan to be selective, focusing on the episodes I remember enjoying so many years ago, and hopefully I'll still find a few I might enjoy more from an adult perspective. I especially look forward to the Lovecraft adaptations ("Pickman's Model", for example). This disc, though, is not recommended.

Wednesday, February 06, 2008

"Fear" Finally Fulfilled!

I just finished my convention scenario "Fear Itself" for In Nomine in the last day or two, and there's an interesting lesson here. I lost everything I'd done over the last few months less than two weeks ago and started from scratch. In that short span of time, I managed to not only recreate the scenario entirely, but improved it in virtually every way. The only thing that I don't think is better is the relationships of the townspeople, and I'll have a better handle on what I'll need for that after playtest. Granted, I'd already had the creative part done and just had to reconstruct a lot of what I'd already done, but it's interesting just how much of it is different.

So what have I learned? That I can do quality work a lot faster than I have in the past if I choose to focus sufficiently on it. That it might be worth starting something over if it's not really working. That I can tell if something's not working by paying attention to my own lack of interest in the project, if it occurs. If I'm not interested in it, why should anyone else be?

I now have "Fear Itself" for In Nomine and "A Dance of Pairs" for Sorcerer ready for playtest, and a Don't Rest Your Head scenario that needs only a minimum of work to be ready, so that's obviously the next project, and that would be all I'll really need for my 2008 conventions.

I've also had a great idea for a TOON scenario, but it'll only be funny if run in an election year, and I don't want to wait another four years to run it, so that'll be up right after the DRYH scenario. The TOON idea will also test something I've wanted to try for ages, which was to try running a roleplaying slot only two hours long to see if people will sign up for it. And of course, TOON is extremely low prep.

And after that? I have two GURPS ideas cooking, both of which will be more substantial projects, but I have a story outline and all of the characters made already for one (which is a sequel to a previous scenario), and a solid story idea and all of the character concepts made for the other. It's a good start for my 2009 material, and it's only February 2008.

Saturday, February 02, 2008

You Don't Need a Weatherman...

to know which way the wind blows, to borrow from Bob Dylan. I was at my local comics/games store today and realized that there were no longer any non-D&D books on the roleplaying shelves. Not one single non-D&D book. Oh, there were still some non-D&D books in the discount boxes just below, but they weren't out there for anyone to actually see unless you were actively looking for them. Yes, I know that this is just one store, but I've been hearing for some time that it's been this way at other stores in other parts of the country for a while.

And to me, one of the funny things about that is that all of those D&D books on display will be effectively obsolete in another seven months or so when D&D Fourth Edition comes out.

So what does this mean for those of us who like roleplaying, but aren't D&D fans? It means that it's going to be that much harder for the rest of us to find people to play with, if we don't have an existing group. We'll have to introduce people directly to roleplaying games we prefer ourselves, or try to recruit from among the D&D crowd, which isn't traditionally very interested in looking beyond D&D.

To me, this is another sign showing just how polarized the RPG world has become. You either play D&D or you play that funky indie stuff. There's not much room in that world for my old favorites GURPS or In Nomine. Call of Cthulhu and Paranoia seem to be considered old classics that nobody does much with anymore. If I want to keep roleplaying, there's no choice here, since D&D as traditionally run has little appeal for me. I've been drifting into the indie camp for some time, running Sorcerer, and soon to be running Don't Rest Your Head (not to mention my own Fluid system, which has far more in common with indie games than traditional RPGs), but I'll continue to offer the classics as long as I can find somebody to play them now and again. I might have to change my approach to recruiting players at conventions, or schedule differently, but I won't give up entirely until people just stop signing up.

And maybe this is a further sign that it's time to take my creativity elsewhere. I used to write scripts and songs, when I had an outlet for each of those. I've done very little prose, but that doesn't mean I can't work on it. Sometimes you need a poke from the outside world to show you that it's time for a change, and maybe this is that poke for me.