The best laid schemes of mice and men often go awry

During the last weeks I posted about my plans for a Diaspora game using Mass Effect as a setting. I still love the idea and I have a lot of great ideas on how to make such a campaign work, but at the moment I feel unable to actually proceed with the plan. In April last year I already talked about my mental health issues and at the moment my anxiety issues are flaring up again. In the last days I felt as if I had bit off more than I can chew at the moment. The last thing I currently need is feel to be stressed out by my favorite hobby.

Instead of just taking another break from GMing, I decided to run something else. Diaspora is one of my favorite Fate versions, but it’s still a system I am not 100% familiar with. I’ve read a lot of Fate-related material but I am far from being an experienced Fate GM. My players haven’t played Fate at all, so switching to another game system, made a lot of sense to me. After putting some thought into it, I decided to give Stars Without Number a try. The rules are pretty easy and feel very similar to older editions of D&D. It’s a gameplay we’re all familiar with and that makes GMing for me much, much easier.

I also think using Stars Without Number’s included setting is easier to run than a Mass Effect campaign. I don’t have to worry about getting things “right”, there’s no canon I have to deal with. The setting in Stars Without Number is a big sandbox for me and my players to play in. I can easily plug in elements we find interesting without breaking anything.

I know that a lot of fears and doubts I am having right now are unfounded. But there’s currently not much I can do about it, aside from continuing my therapy and make things easier for me. Wish me luck! From what I’ve gathered so far, mental health issues are quite common in our hobby. There are also a lot of game designers and bloggers dealing with depression, anxiety, and other mental disorders. It seems to be the curse of the creative ones.

Have you dealt with mental health problems before? Did your mental health affect your hobby as well, and what did you do to make things easier for you? As always, every comment is highly appreciated.

Star Wars Infinities – The Gathering Storm (Part 6 of 8)

SW InfinitiesAnother Friday, another Star Wars post! I’ve been having a lot of fun writing these posts. Revisiting material I created for my campaign, revising some of it, and getting this incredible urge to run this campaign again. Sadly of the group that was playing my game back then two players moved and one is not currently playing due to RL complications. I wonder if it would even be possible to revisit this campaign 5 years after we played it. Yes, all this material I created back then. But enough musings about my game!

This is the last installment of the fiction pieces I wrote for the campaign, this time focusing on Thrawn. In my experience he’s become the Drizzt of the Star Wars Expanded Universe, people either love him or hate him. While I loved Heir to the Empire when it came out, starved for new Star Wars content back in 1991, I now realize that for all the great things in the series, Thrawn as a character has been done to death. So why did I use him? Well one of the players was a BIG fan and I thought he would be a good vehicle to introduce information about a particular Jedi Order. I remember back then someone commented the story was a little “hard-ish” sci-fi for their taste. I don’t see it, perhaps it’s not what they thought of when they thought of Star Wars, but most of my players enjoyed it. So here is my take on the character, hope you like it.

“Open a secure channel to Coruscant. Inform the Director the Gen’Dai is active…

Agent Daala, Republic Intelligence

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Don’t ask what the GM can do for you

JFK … ask what you can do for the GM. Or let it put me differently: it’s not the GM’s job alone to make sure the game is interesting and fun for everyone. Roberto’s last post focused on the gamemasters, so I thought I should focus on the players this time.

There’s a common misconception in our hobby that the GM is solely responsible for whether a game is fun or not. Sure, a bad GM may ruin a game, but more often than not this could have been avoided with the help of the players. Roleplaying games are a group activity and everyone at the gaming table shares the responsibility of making the game fun. So what can you do as a player to make the GM’s job easier?

Don’t be a dick!
This should be a given, but alas it’s not. All of you probably have heard horror stories about that guy, and a lot of us have actually played with him (or her). Just try to be nice to everyone and treat everyone in a way you want to be treated by others, and everything will be fine. Actually I could stop here, since “don’t be a dick” sums it up pretty well, but I guess, we should go into a bit more detail. By the way, this rule also applies to your character. In most RPGs the player characters are supposed to work as a team. Since when is a back-stabbing, mysterious, loner-type character a team player? You make the GMs job and the other players’ life much easier when you play a team player. That doesn’t mean you can play goody two-shoes only, but at least make sure you work with the rest of the party, even though its to further your own agenda.

Don’t argue with the GM during the game
Especially in most old-school games the gamemaster, dungeon master, referee, or whatever you call him (or her) has the last word when it comes to rules interpretations. His word is law. But that doesn’t mean that discussions about rules or the GM’s ruling crop up every now and then. The correct way is to accept the GMs decision during the game and – if there’s still need for discussion – bring it up after the game.

Help to maintain the atmosphere of the game
Often a GM tries hard to set a certain atmosphere for a game, but it just doesn’t work. The main reason is often that the players don’t support him. This is especially an issue in horror games. If you are an investigator in Call of Cthulhu searching a weird mansion for clues, avoid making jokes all the time, but try to imagine you were actually there, having the nagging feeling that something is terribly wrong. If one or two players work with the GM to set the mood, the rest of the players might actually join in. This will improve the game for everyone.

It’s not all about you
It can’t be said often enough: there’s no I in team. And there’s no I in party either! A lot of players feel the game is all about them. It’s not. The other players and the GM are as important. We all love to be in the spotlight from time to time, but try to avoid shoving your fellow players to the side. I’ve experienced games where the GM and one player basically were engaged in a 2-hour long dialogue while the rest of the players started building towers out of their dice or played around on their smartphone. Especially if some of the players is extremely active and extroverted, the GM might not notice that the other players are bored, because this person demands all his attention. In my opinion it’s the active players’ job to help the other players to get into the spotlight, too.

Play by the rules
I am not talking about the game’s rules, but the rules of the group. If the group is used to serious games, where talking out-of-character is frowned upon and where eating snacks at the game table is considered a mortal sin, try to not to force your less serious, tongue-in-cheek play style on the others. The same is true if you join a group that prefers a more light-hearted approach to the game. Forcing your play style on the group seldom works. Feel free to convince the other players to change their approach to gaming outside of the game, though. But doing so during the game is just a bad idea.

Be on time and don’t leave early!
Usually gaming groups decide on when to play and for how long a long time in advance. Especially with older gamers scheduling becomes a real hassle. Don’t put insult to injury by coming late to the game or leave early because of another appointment. If something suddenly comes up, make sure you inform the GM and the other players in time. That’s actually what I would consider common courtesy, but this issue still comes up in a lot of gaming groups. I can understand that the priorities change over time and some people take gaming activities more serious than others, but that doesn’t mean you should act like a dick.

Bring some snacks, drinks, etc.
In a lot of cases the GM is the one who puts the most time, effort, and money into the hobby. Often the games get played at his or her place, he or she buys the snacks, the game books that are used (including the adventures), provides handouts for the players, buys appropriate background music, etc. – I guess you catch my drift. You can make the GM’s (or the host’s – if he or she’s different from the GM) life much easier by bringing some snacks, drinks etc. that you freely share with the others. It doesn’t need to be every time and you don’t have to bring a lot, but it’s a simple way to show that you care about the game.

There are of course many more ways for a player to help to improve a game. What did I forget? What do you wish would happen at your game table more often (or less often)? Please share your thoughts below. Think about what YOU can do to be a better player!

Game Master Support Group

“Hello, my name is Roberto and I’m a Game Master…”

Now everybody goes: “Hello Roberto!”

GM support groupGame Mastering is a special burden, a badge of honor to some, a constant headache for others. Despite exceptions like Fiasco most role-playing games require a Game Master. Whether you are a GM that plans ahead every detail of the session, or a fly by the seat of your pants improv GM, you are an integral part of the game experience.

When I talk to players seeking games I often hear, “We have a group, but no GM.” Or, “No one wants to GM.” I have no study or hard data, but from simple anecdote I get the feeling most people would rather be a player than a GM. And that’s understandable. When you are a player you get to be one of the protagonists of the adventure. The perception is that being the GM is all about the metaphorical heavy lifting.

And it is! Don’t get me wrong, in most systems the brunt of prep, expectations of mastering the rules, and the responsibility of coordinating things so that everyone is having fun in the game falls squarely on the GM. It is important to know that you are not solely responsible for it, it takes all members of the group for things to go smoothly, likewise it’s important to know that as GM this is not solely your story, this is the groups endeavor, and you need to take into account everybody’s expectations.

The secret is communication, open and candid, but respectful and mindful of the feeling of others. If you do that, your game will improve. But even when this happens I keep talking to fellow GMs who are unhappy or frustrated by their role. Why?

It’s no secret I prefer being a GM. I’ve written about it before. It was what I first did when I played an RPG and I became enamored by the magic of telling a story with my friends. I’ve done it for most of my gaming experience, and if I must choose between being a GM or a payer, the first option always wins!

If you become a GM ask yourself an honest question, “Is this something I want to do?” If the answer is no, well don’t. If the answer is “I’d rather not, but the group has no GM.” Well you can do this for a while, talk to your group, rotate GMs, and make some sort of arrangement so that the brunt doesn’t fall on just you. If the answer is HELL YEAH! Well then you are set.

Even if you love being a GM, there are going to be bad days, complications and frustrations. There are times when you’ll say, “I don’t want to do this! I quit…” I wholeheartedly understand. Don’t give up. That’s what this support group is here for.

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Star Wars Infinities – The Gathering Storm (Part 5 of 8)

SW InfinitiesAnd we are past the halfway point! This is part 5 of Friday’s mini-series based on the Star Wars Infinities campaign I ran for my players back in 2007. Hard to believe this was the game we ran previous to D&D 4th edition. Click on this link for the previous post.

This is the second piece of fiction I wrote for the campaign, and part of the introduction to the campaign I handed out to the players some weeks before the game. I should point out that I had conducted a survey to know what elements of the Star Wars universe they were interested in and from there I created the alternate history and other elements of the game I’m sharing with you in theses posts. My intention with this piece, much more so than the previous one, was to introduce players and plotlines that could become part of gameplay eventually. In this specific instance it did not, based on what the players decided to do. The secrets hinted at in this little story would have been very important for the second part of the campaign. Alas, we never got around to it… Not yet at least!

 

“The Sar’Akar are under my protection. Abbaji Forces will defend Ossus at all costs. Tell your masters that a Kaleesh repays his debts of honor!”

Warlord Qymaen jai Sheelal, alias General Grievous, during the siege of Ossus More

Ask The Readers! Input on a BareBones Fantasy sci-fi hack… (First draft)

Seems like we are on a sci-fi roll here in the blog in 2013! So keeping with the theme, I’ve decided to share with Stargazer’s World readers a sci-fi hack I’ve been working on for the last couple of weeks.

107498-thumb140.jpgEver since I read the BareBones Fantasy rules (which Michael reviewed here, and posted about here), I’ve been itching to use the rules for a sci-fi game. It’s no surprise, the creators of the game DwD Studios are longtime supporters of my favorite old school sci-fi game Star Frontiers, about which I have posted here. They are in fact working on the FrontierSpace game, and some of the work done for that game apparently was carried over to BareBones Fantasy.

So I got about trying to modify the rules for a sci-fi game. This is NOT an attempt at a super detailed science fiction game, but more of a general rule set for the genre. It will require some simplification and assumption of genre tropes. I tried to keep the spirit of the BareBones Fantasy rules and REALLY tried to keep it simple. I don’t know if I’m going in the right direction, so that’s why I’m writing this post. I would love to get some feedback on the rules so far, criticism, see what you think work or doesn’t work.

Mind you this is a work in progress. Not all areas are complete, and I intend to revisit, but I encourage you to pick it apart and leave your feedback in the comments. Page references are to the BareBones Fantasy rule-book  and notes in italics are design decisions I am unsure about. Thanks to Michael, aka Stargazer, for his input as I was conceptualizing this! OK let’s get to what you are here for…

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My thoughts on the TableTop episode 19 “Dragon Age”

TableTop I love TableTop. It’s currently my favorite show on YouTube and I hope it will return for a second season. I’ve bought several games I’ve seen on the show and I didn’t regret it. Especially Gloom and Ticket To Ride have become two of my favorite games.

Especially the Fiasco episode was a highlight of the show. Fiasco is – in a nutshell – a GM-less storytelling RPG in which you play ordinary people “with powerful ambition and poor impulse control”. As you imagine this is a recipe for disaster. And when things go wrong in Fiasco they go very wrong. It was a pleasure watching Alison Haislip, Bonnie Burton, John Rogers and Wil Wheaton play this game. If you haven’t watched the Fiasco episodes (Setup, Part 1, Part 2) yet, you really should do so.

So it’s no surprise that I was having some high hopes for the Dragon Age episode (Part 1, Part 2). As I’ve stated before, I love Dragon Age. I enjoyed the computer games tremendously and I like Green Ronin’s AGE system a lot. Green Ronin’s Dragon Age RPG has a great old-school feel to it and is a perfect game for people new to the hobby. In a way I was even more excited about the Dragon Age episode than the Fiasco one. Alas the episode left me with a bad taste in my mouth.

For some reason Wil Wheaton and his players (Chris Hardwick, Kevin Sussman, Sam Witwer) decided to channel their inner 13-year olds and turn that episode into something that reminded me of the (in)famous Dead Alewives’ comedy sketch or Dead Gentlemen’s “The Gamers”. Don’t get me wrong I love “The Gamers” and I even find “Big Bang Theory” hilariously funny, but I expected TableTop to at least try to portray classic tabletop gaming in a different light. I confess, some of my own Dungeonslayers sessions during our regular RPG pub meetings are probably close to what we saw in the TableTop episode but it’s not what I would use to teach non-gamers about roleplaying games.

The main problem was that the players didn’t take their characters and the game serious at all. Do you really think a mage called Fonzor inspired by the famous Happy Days character fits a game of Dragon Age? Is it really necessary to make silly jokes all the time? Why can’t anyone stay in character for more than one sentence? Is this “Haha, he’s still a virgin” joke still funny in this day and age? Long story short, what we have watched in this episode is not how I want my hobby to be represented to a wider audience. I guess that’s the established way of showing tabletop RPGs to the public (and it’s what a lot of Con games look like). But that doesn’t mean I have to like it and I definitely expected more from TableTop.

Of course the episode is not all bad. They do a great job showing off some of the more unique aspects of the AGE system and it actually made me pickup the Dragon Age Set 2, because I was reminded that I always wanted to run this game for my friends. It’s also great that they picked Dragon Age and not the more obvious choice: Dungeons & Dragons. As I said before, Dragon Age is a great game and the more attention it gets the better. And even though I am a bit disappointed I am hoping that TableTop will get renewed for another season and that they’ll show more tabletop RPGs. Hopefully these episodes will be more like the Fiasco one then.

What are your thoughts on that matter? Do you agree with me or do you think I am taking all this way too serious? What’s your take on gamer stereotypes? Please share your comments below.

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