lame mage productions

More Games = Good

We have forks

we-have-forks

Great moments in Mouse Guard. The patrol is welcomed to Darkwater after an arduous journey. Tired mice are tired, and hungry mice are hungry.

Hearty meals are arranged by the happy hosts.

player: mimes picking up food with his paws and nibbling on it
city-mouse: “We have forks.”
player: “I have a high Nature.”

This has been a great moment in Mouse Guard.

Now he’s my real brother

now-hes-my-real-brother

Playing Shock with (nearly) total strangers. We’re doing it old-school, so we secretly pick issues and then brainstorm a Shock that fits, instead of the wussy Shock-first approach. We choose overpopulation, cultural extinction and plagiarism, and decide on a dystopian future where ideological groups struggle for dominance in society.

The Shock we come up with is a technique to implant value systems (culture, beliefs, ideology) in people. It’s extremely widespread, so most people in society have been indoctrinated with the value implant of their faction, known as a Root. People who don’t have one, or whose Root has started to fray are derisively called Weeds.

I’m loving it already, but then we add one more juicy bit: you can’t just make up the value templates, you have to copy them from people who have those beliefs (like we said, plagiarism). And when you do copy it, you brain damage the source. So if you want to make a thriving tribe of Communists, you first have to lobotomize Chairman Mao. Way to honor your leaders.

So part way along, one of the nicer characters is trying to unite all the warring factions (that’s her story goal: end the divide and unite all the value systems), and she’s trying to bond with her estranged brother who now leads one of the gangs with a different Root than hers. He lets his guard down after a tender moment and, wham!, she backstabs him with a new implant, wiping his value system and overwriting it with her own.

The rest of us are like, wow, you’d brainwash your own brother, that’s cold, and the player looks up calmly and says “Now he’s my real brother.” Snap!

many more details in the excellent Roots & Weeds game summary Susan wrote up

Playtest Update: Wider Events

playtest-update-wider-events

For the last few months playtesting Microscope I’ve been focusing on how Legacies work with taking control of scenes. Fixated, actually. Borderline obsessed. I’ve chased different ideas around, probably a lot more than was necessary, leading to some gentle but firm raps on the head from my wise playtesters.

But while I was doing all that, in the back of my mind I was getting less and less satisfied with the basic structure of the cards on the table. After playing for X hours, a history would get so crowded that you couldn’t really absorb it. You’d look at all the cards spread across the table and your eyes would just blank. Information overload. In your mind you still had a picture of what happened, but the cards were not helping, at least not at a glance. This never happened in short games, but if you kept coming back to a history for three or four sessions it was almost inevitable.

The problem was clearly Events. Periods were easy to read and seemed to stay sensible, but the long columns of Events would spiral out of control.

In addition to the sheer sprawl, there were two other things that bothered me:

1) Related Events, like two battles in the same war, didn’t look more connected on the table than Events that had nothing to do with each other. I’d long wondered if I needed to add another history element, a “cluster” to group blocks of Events, but I was never so thrilled about the idea that I ever bothered playtesting it.

2) Since the early, early days of playtesting, I’d always disliked “monotasker” Events, places where the Event was clearly just made to host a single Scene, or where the description of the Event was really more like a Dictated Scene. Usually the description of the Event didn’t have any more info than the Scene — both were the same “size.” It wasn’t technically wrong, it just led to a lot of clutter, which fed back to the original problem of the cards being visually overwhelming.

Bigger is Better

So I’m thinking I have three problems I need to solve, but in a “birds, meet stone” moment I realize there’s one solution that solves them all: wider Events.

Instead of creating a separate Event for every discrete thing in time (the King declares war against his neighbor, the royal army marches, the army is caught in an ambush), many problems are solved if you create a single Event that encompasses a larger spread of time and action (war between the two kingdoms).

When we played it clicked immediately: you wind up with fewer Events and a lot more Scenes stacked underneath each, meaning the structure of history is a lot easier to see at a glance. The description of each Event (like “the death of the last Star Emperor”) becomes a placeholder for all the separate Scenes that happened within it, like seeing the title of a book and remembering what happens in all the different chapters. It also makes it easier to mentally “put away” all the other Scenes in Events when you aren’t interested in at the moment. It’s a mental chunking trick: there’s the same total amount of information, but it’s stacked in a way that’s easier to absorb. Details you don’t need to see right now are pushed deeper.

Crowding reduced? Check. Related ideas clustered? Check. Extraneous Events zapped? Check. Triple win.

The icing on the cake is that Scene creation is more fluid, because there are fewer “heck, I want this Scene but I don’t have an Event that would contain it and I can only make one thing!” moments. Players have more freedom to throw down Scenes anywhere in the bigger Events.

Play It

If you’re playtesting Microscope, definitely try this change and tell me how it goes. It may have less of an impact if you’re continuing a existing (and already cluttered) history, but for new histories it should make a big difference. I’m pretty sold on it already, but more feedback is good.

Rest in Peace, San Holo

rest-in-peace-san-holo

Panning for gold in the used bin at Gary’s Games, we found a tattered copy of Traveller Book 1 1977 for $2. I had always been curious about “classic” Traveller, especially since I had heard characters can die during creation. So, we whipped up a bunch characters and here are the final results: 5 of our 9 characters survived the service and mustered out to PC-dom leaving the other 4 dead in character creation. Of the 5 survivors, 4 were one tour wonders, not making their re-enlistment roll.

Of the dead, the most tragic was San Holo, the space rogue who wanted nothing more from life than to have his own ship. Enlisting in the Scouts as a pilot, he turned into a serious renaissance man (Jack of all Trades-4). After his 4th tour, he started to feel the effects of old age, but decided to re-enlist just one more time. Oh, San Holo, 5th time’s not the charm. You should have listened to your creaking bones and quit while you were ahead and gotten your ship. DEAD.

The most successful character was JTK, Captain Janelle T. Kinser, Queen of Space. Gifted and an ambitious social and professional climber who survived five tours in the Navy and mustered out with some serious skillz (Int-B, Edu-F, Soc-F). A highly trained physician (Medical-4) but with some serious military experience to boot, she retired with a nice little pension to rule the universe.

Basically, it felt like we were creating real characters, not ones that just popped straight out of Zeus’ head fully-formed and god-like.

Why can’t you just have that?

why-cant-you-just-have-that

Here we have Ryan kicking all sorts of concise-ass about making awesome characters.

The whole discussion is about political intrigue, but this bit is solid gold. I snipped the quote a little to be even more concise, for I tamper with greatness:

That said, I can boil down the advice to two questions I ask of each character:

* What does he or she want?
* Why can they not just have that?

And point to another character when answering these questions (either or both of them).

It doesn’t get much tighter than that. Kneel before Zod.

Go Play NW MMX

go-play-nw-mmx

We just launched the new Go Play NW web site, and it does look pretty nice if I do say so myself.

Go Play NW is about as dense as fun gets. Last year I played Microscope with a ton of people (which was awesome) and got to try my first jeepform game.

The only downside is that it only happens once a year (except in 2008, when we were so excited we got together for a reunion con a few weeks later). So, y’know, one more reason why it would be unwise to miss it.

What rules are you breaking?

what-rules-are-you-breaking

Another question for Microscope playtesters: are there parts of the rules that you ignore? Things you just don’t use, or say “hmm, that wouldn’t really work for our group, so we’re not going to do that.”

Every game gets played a little differently by different groups, so tell me about your rules drift.

Doom of the Gods

doom-of-the-gods

We just played the second session of our “Doom of the Gods” Microscope game. It’s an age of myth stretching from the creation of the World of Men to the very death of the Gods. Very Ragnarok, very Norse.

We probably would have played it again sooner, but we couldn’t get the right four players together at the same time, and if there’s one thing that Microscope hates it’s adding changing the player roster. Because everyone has such a high creative involvement, you really have to be there from the start, so adding people is rough. Leaving someone out of a history they started is even worse. Players hate that, and rightly so. It’s not like having your character sit out for a session, it’s like being the GM and being told you’re going to miss your own game for a session.

Two vignettes from the first session, both during the very ominous sounding “Well of Fate” focus:

Crafty Dwarves, Craftier Gods

An outcast Dwarven prince and his followers have come to the Well of Fate, seeking to learn how the Gods can be slain.

But that’s not the Question of the scene. The Question is: what price was the Dwarven king paid long ago for selling his people into slavery to the Gods? The dwarves have labored for the Gods for ages, ever since that dark day, and the rebel prince wants to free his people.

The answer? In exchange for making his people the slaves of the Gods, the Gods gave the king the gift of artifice, making him a craftsmen beyond compare. He thought to trick the Gods by teaching this skill to his people, but this only served the Gods’ purposes: the price they paid they got back redoubled, because their new slaves could now forge them fabulous weapons and tools. Tricky, tricky gods…

Talk to the Squirrel

The Gods are locked in battle against the Colossi, and the mysterious Father of the Gods has gathered his brethren to reveal his new creation turn the tide of war: Man. But the All-father is renowned for his secretiveness, and rarely does he reveal the true depths of his plans.

That’s the Event, but then another player creates a scene in it with the Question: why did the All-father imbue men with the mist from the Well of Fate? So now we know what the All-father did, but not why.

The suspicious gods learn from a humble squirrel that the All-father exhaled a strange breath into Man when he made them, which the Gods recognize as the mist from the Well of Fate which the All-father inhaled and hid in his mouth.

The answer? Being born from the mist of the Well of Fate means that unlike the Gods, Men carry their Fate within them. The Gods present don’t realize it, but in a Postscript the trickster god Crow recognizes this means the All-father has made Man capable of destroying the Gods themselves, since they are not bound by Fate…