Showing posts with label Fiasco. Show all posts
Showing posts with label Fiasco. Show all posts

Thursday, September 27, 2018

Sometimes the point is to NOT nuke Atlantis

Well, I have to eat my words about Stoke-Birmingham 0-0. When I first read it, I couldn’t ever imagine playing it. The whole concept of game poems, which it coined the phrase, was one that I questioned.

Thanks to the power of forums, I have now played it. To be sure, playing via forum definitely takes away from immediacy that is clearly a key part of the game poem concept. On the other hand, gathering folks together to play a fifteen minute game is a tough sell and playing via forum definitely helps mitigate that.

And not only am I glad that I finally played Stoke-Birmingham, I would play it again.


Stoke-Birmingham 0-0 has you simulate being some Stoke supporters who are drinking after a really boring game. The game lasts fifteen minutes when you play it live and one of the most important rules is that you are not to say or do anything interesting. The point of the game is to embrace the banal.

At this point, I have played a variety of narrative games. There is a term that is actually in the rules of Microscope, one of my favorite narrative games, Nuking Atlantis. Microscope has a global scope so the term can be literal in a game. That’s doing something extreme, a story changer that permanently affects things.

And I love doing that or seeing it happen. Well, most of the time. I was in a Fiasco game set in the Wild West where a weaselly gambler at the very end decided that he was secretly a mystic kung fu guy, summoned up a giant golden dragon and flew through a magical portal to join in the battle of Helm’s Deep. (Yes, he had a ton of white dice)

There was something amazing in the audacity of that but that’s not what you play Fiasco for. We will never forget that game but that derailed the game so hard that the proverbial train not only left the tracks but flew straight into the sun. We all agreed we had witnessed some kind of spontaneous magic and we never wanted it to happen again in a game of Fiasco.

Nuking Atlantis can be an exhilarating choice but a key element of Stoke-Birmingham is that it is the non-Nuking Atlantis RPG. The rules explicitly state that you can’t do anything interesting. You are embodying dull people doing dull things. (I wonder what real life Stoke supporters would think of it)

And you know what? That’s a legitimate challenge and trying to no be interesting becomes interesting in its own way. It’s an unusual space to explore, bored sports fans drinking, but as you explore it, you find there is something to explore. Looking back at our game, I felt like we were embracing our inner Raymond Carver and inner Breece D’J Pancake.

Stokes-Birmingham 0-0 was the first game to use the term Game Poem, although I bet you can find earlier games that can retroactively fit the bill. For me, a game poem should ideally try to evoke one specific idea/emotion. It is such a short form that it can only be a snapshot, only has one bullet to fire.

Exploring the banal and the dull seems like an odd place for what became its own RPG form to start. However, by taking us there and showing us how it could be interesting and engaging, Stokes-Birmingham proves how much we can do with game poems.

Thursday, April 21, 2016

My changing philosophy of role playing games

I don't know if it is a shift in my interest in role-playing games or if there is an actual shift in the industry or culture of role-playing games. However, 15 years ago, any game that I would be involved with was at least theoretically a long-term campaign and commitment. Now, there are a lot more games that can be over and done with in one sitting.

I didn't make a Dungeons and Dragons character with the idea that I would only play them for one session. Sure, sometimes that happened because the game fell apart or the character died horribly. But that wasn't the plan. 

But now there are games like Fiasco which tells the whole story in two arcs or games like The Quiet Year or Ribbon Drive or Baron Munchausen that are clearly designed for one session. Even indie games designed for longer play, like Polaris or Apocalypse World, are still designed for a limited number of sessions. 

Some of that comes purely from mechanics. You can get a game of Fiasco rolling in ten, fifteen minutes. On the other hand, you would spend hours just making a character for Role Master. (And then have them die in five minutes due to the critical roll charts. There's a reason I only played Role Master once)

But the mechanics for a short form game wouldn't exist if the demand wasn't there. More importantly, they keep on coming out which means that there is an audience for them. Possibly even a growing audience.

In the boardgames and now in role-playing games, I find that the concept of accessibility is becoming more and more important. When I first got into role-playing games in the 80s, you had to be pretty serious and dedicated because the rules were so complicated and convoluted. Now, there are games that you can pick up and play, even if you don't have years of Dungeons & Dragons under your belt.

Which has led me to another change. At least for me, I would only be playing two or three rule systems at any given time. Often, only one rule system. Games like Dungeons & Dragons or Call of Cthulhu are life style games. They don't leave a lot of room in your calendar for other systems.

But games like Fiasco or The Name of God are small enough commitments that it's much easier to put a lot of different games. That is definitely a change in how I think about role-playing games.

There is a definite switch from game mastery to game exploration. With more complex systems designed for long term, virtually indefinite play (I knew a D&D campaign that went on for over twenty years on a pretty much weekly basis), you end up doing a lot of research and, by virtue of extended play, practice. In some cases, I've seen it turn into who can use the rules better.

With short forms, it becomes about story exploration. You aren't trying to explore how the nuts and bolts work. You are exploring how narratives work. Sometimes in a comic form and sometimes in a tragic form. And, in my experience, the players are more inclined to collaborate.

I think there is a legitimate shift not just in the design of games but in their philosophy.

Monday, February 29, 2016

Lover of Jet and Gold hides some real story potential

As pretty obvious by now, I am someone who enjoys looking into quirky little role playing games. Unlike my interest in boardgames, I'm not looking for games that I'm planning on playing. Instead, I am interested in the ideas that people come up with and the ways that people tell stories. 

Lover of Jet and Gold is a tiny little RPG that is beautifully written and a little vague about what you're supposed to do. Seriously, not counting the cover and a list of names, the thing is six pages long and I had to read it three times to get a sense of how it was played.

Vaguely set in an Arabian Nights world (although, I can see how you would easily be able to use these ideas in just about any setting), the players are mortals who have an understanding of the power and influence of names. Over the course of the game, they will struggle to survive and to not  be forgotten.

As mortals, the players are doomed to die and to be forgotten. They deal with the names of force is more powerful than them, in order to gain favor and to deal with their enemies. While they will inevitably pass into the sands of time, the players can hope to have a lasting impact on their descendants.

The actual mechanics of the game consist of generating dice pools for your times of trial. Everyone gets to jet (or black) dice that serve as their mortality. You need to deal with powers and their names to get gold dice in order to bulk up your dice pool.

Of course, dealing with a power that has its own desires and interests and agenda is something that could come back and really bite you. If the dice rolls go bad, they may harm you or make new demands of you. Of course, at the same time, if you don't deal with the powers you're only rolling two dice at best and are probably going to fail horribly.

At the same time, along with the jet dice that represent your mortality and your hit points and the gold dice that represent favors from names, you're also trying to accumulate destiny dice. While that you can spend those dice to reroll jet dice, the cool part of destiny dice is that you get to roll them after your inevitable death see what lasting impact you had on the world.

Basically, as the game goes on, you're getting yourself deeper and deeper into the debt of powers that can easily destroy you. However, that's really the only way that you're going to succeed in your trials and the only way that you are going to build up any destiny dice to be remembered. Live a boring life and be immediately forgotten or take terrible risks in order to become a legend.

Lover of Jet and Gold reminds me of two games that I really like. The trial mechanic reminds me of the moves from Apocalypse World, where successes will let you pick from a selection of benefits. The destiny dice reminded of Fiasco, where the dice pool that you're building up for the end of the game will determine what kind of ending you have.

I can easily imagine using this exact same system without any problems with the theme of doom-laden Vikings or stone-age cavemen struggling to understand the world around them or even computer-age hackers. Like so many story telling games, Lover of Jet and Gold really is what you put into it.

The first time I struggled to understand Lover of Jet and Gold, I  thought the language was beautiful but I didn't have a good idea how the game was played. But it was really short so I read a few more times and got a sense of how the game worked.

And now I actually DO want to try this game!

I am worried that a game could get derailed if one player loses all their jet dice and dies long before anyone else dies. I have a feeling that would require some extreme swings of luck but that can happen. Still, there is some potential for good stories in Lover of Jet and Gold.

 http://glyphpress.com/talk/2015/lover-of-jet-gold-roleplaying-bad-ideas-as-a-universal-law