Wednesday, November 28, 2012

Movie Review: Brave




My wife has been battling a nagging cold for a while.  She finally fought it off only to have it return again this weekend.  We canceled our weekly roleplaying and I went out and bought Brave for her to watch so we could have a quiet evening in.

I wanted to see the movie a while back but never got out to the theater to do so.  We’re both big fans of Pixar movies, so we had high expectations.  The movie hit everything we wanted.

The plot is pretty straight forward (as most children’s movies are).  A young girl wants to rebel against her overbearing mother and forge her own path rather than doing what her mother wants.  Being a child, though, she is constantly overruled.  As the daughter of the king, she has come of age to be betrothed, and the local clan leaders all bring their sons to fight for her hand in marriage.  She is furious about this and enters the contest to win her own hand, defeating the boys and nearly driving the clans to war against her father.

Her mother tries to mend situations as her daughter fights harder to get away from her.  Neither one sees the value in the other.  Finally, the girl flees the castle to try to find a magical way to change her destiny.  From there, things go awry and the mother and daughter have to learn to respect the differences in each other, and both grow as a result.  (I won’t get into the details in case you want to see it yourselves).

I have to say, overall I enjoyed the first half of the movie a bit more than the second.  Once the princess heads out to carve out her own destiny, the story moves out of the realm of having her solve her problems in a normal, relate-able way and into the realm of magic and mystery.  Not altogether bad, but I was much more interested in seeing the conflict between the mother and daughter resolve with some basis in reality rather than through the help of a grand adventure.

Overall, it was a lot of fun.  A very cute movie (the three younger brothers are fantastic) with a good, original story.  Even with its faults, I did enjoy the movie thoroughly and would not mind seeing it again.  I can already see myself enjoying it with my nieces and nephews.

Tuesday, November 27, 2012

Improving My Craft as a GM




I have played roleplaying games for almost two decades at this point.  Strange to realize that I have been roleplaying longer in my life than I was not roleplaying.  My preference between running games as the GM or playing them as a character has always tended towards running games.  Maybe I’m just a control freak.  I’m sure my players will attest to that.  But as most games have 4-5 players for every GM at the table, I need to make sure I can offer the best game I can.  Otherwise if I offer to GM a game, I’ll just be overruled by the rest of the group and we’ll go in a different direction.

Over the past few years, I’ve taken a much more deliberate approach to being a GM.  I have always enjoyed doing it, and I feel like I’ve learned a lot from running games, but over the past five years or so, I have been much more focused in trying to hone my GM-ing skills.  Sometimes I’m successful in my attempts, and other times I find I still have a lot to learn.  I thought it might be interesting to look back at some of the things I’ve tried to learn.



The Ice World – Dungeons and Dragons (4E)
I ran this story back in college with Dungeons and Dragons 3.0, and then decided to revive it when the Fourth Edition of the game came around.  It was our first long-term 4E campaign so I wanted to go with a more familiar storyline.

The setting was a world that had been dominated by an ice age ever since the Frost Dragon (one of four siblings) had been slain, unleashing his cold upon the world.  The other dragons fled, leaving their world to slowly decay.  Now the three dragons were returning, but in the form of eggs, and forces around the world were trying to gather them for their own plans.  The players had to nurture the eggs, then hide and train the newborn dragons, then lead them in a war against the other forces that were trying to claim them.

As a GM, I had a couple of goals for this campaign.  Primarily, I wanted to finish a long-term campaign.  So often I would start a campaign, get really excited about it, and then have my interest wane halfway through.  It sounds like a simple goal – just to finish a campaign – but it certainly was something I had to work at.  Knowing I would run the campaign through to the end helped me learn how to keep grasp on a growing storyline.  I used to keep expanding and expanding storylines until I could no longer keep a hold on them, and then I’d give up on the campaign and start anew.  Knowing that I would have to end the game eventually taught me how to be tighter in my storytelling.

The other thing I incidentally started doing was being more flexible in my GMing.  This is something I had been working on in the past, but I decided to push it farther this time.  When a player told me what they were doing, I tried to move away from figuring out why what they were going to do would not work and towards trying to figure out how it would work.  As a result, several parts of the story were vastly different than I anticipated.  One of the players killed off the historian who had a lot of knowledge early on just because he was a goblin.  Later, a daring escape was led down an ice mountain by one player using a second as a sled.

I actually had a harder time with the second part (being more improv-friendly) than with the first.  Running the campaign to completion was difficult at times, but I always knew that I could get it done because I was in control of the whole situation.  It would only really fail if I let it fail.  Being more flexible with players was harder because I had to always be on my toes and suppress my instinct to find the fault in plans.



The Fairy Tale World – Grimm
Grimm was a system I had wanted to run for a long time, but it took me a while to track down the book for it.  The premise was that everyone was a kid, and that the things from Grimm’s Fairy Tales were real.  This was well before the television show of the same name, so if you’re thinking it’s going to be like that, you’re a bit off.

The idea of the world is that the characters all fall into the Fairy Tale world for whatever reason and play completely in that world.  I wanted to mix things up a little and try a different type of story.  I’ve always loved time travel and the paradoxes that can come from it, so I decided to craft a story working with that as a premise.

The idea was that the characters would travel back and forth between the real world and the fairy tale world.  Every time they returned to the real world, things would have changed as a result of what happened in the fairy tale world.  Slowly the group figured out why that was happening and by the end of the game, they were able to control the changes and set the world back to normal.

In the mix with all of this was a group of adults who were trying to harvest this ability the children seemed to have to reshape the world.  And one of those people managed to get himself caught in the fairy tale world, and was able to start pushing the players around in the real world, dropping them through time.

Sound complicated?  It was.  Having gone through and finished a full campaign, I decided this time to try to test the limits of how intricate a plot I could create and still reach the goal of finishing the campaign.  I ended up with unusual situations of having the players roleplay through the results of actions they had not even set into motion yet, and then having to backtrack in future sessions and get the situations to line up with what had already been done.

My initial storyline proved far too ambitious.  After going through a few fairy tale worlds, I decided for my own sanity I had to cut the story in half and toss whole pieces out the window because, as usual, I had created far too much to work with.  I slipped into one of the hardest campaigns I’ve run where I really had to force myself to keep going.  It started to feel a bit more like a chore than like something to do for fun.  Thankfully my players were encouraging and I cut a few pieces out, restrung the plot together, and we managed to get through to the end.

Lesson learned, though.  I had to be a lot more realistic about my plots knowing that I would eventually have to tie them all down in the end.



The Four Horsemen – Alpha / Omega (and other systems)
I have never really been a fan of gaming systems.  When it comes down to it, I just don’t really care about the system we’re using.  That was never more clear than when I ran one of my gaming groups through a game of Alpha/Omega.  We had seen the game at GenCon one year, and the art for it was gorgeous.  So we decided we had to play it.

Of course, I am the worst at dealing with gaming systems.  So I told my players to read what they felt they needed to know, and we’d go from there.  Shortly after, I got fed up with the crunch-heavy system and we adopted a different system.  That one lasted longer, but we ended up piecing one together that worked by the end of the campaign.

My goal as a GM for this one, beyond playing the game to an end, was to play a modern-ish (really more like a Blade Runner style world) game.  I love modern settings.  Supernatural, Buffy, etc. are all shows I love.  But there’s a problem when I try to translate those to roleplaying.  I suck at running modern games.  I feel stupid when I’m trying to justify a group of people infiltrating an office building and killing a businessman and then escaping because… well… what kind of sense does that make in this world?

This was an attempt to get that monkey off my back and run a modern game where the players could do outrageous things.  Because let’s face it, they do outrageous things in every genre.  It’s just easier to hide them in other genres.

The other thing I wanted to do with this game was try my hand at running a series of shorter stories.  One session “crimes” to solve with a vague overlying plot.

I managed to succeed at running the full game in a modern setting with a Supernatural bend to it, but outside of two or three sessions sprinkled here and there, I did not succeed at a “monster of the week” type campaign.  My tendency to want a large inter-woven story took over and I started piecing together parts of the small stories until they all became one large plot.



The Gods – Scion
Having proven that I could run a modern game, I wanted to return to see if I could run it a second time.  I was trying to run a superhero game, but instead I went with Scion and gave it a more mythological bend.  The premise of Scion is that the characters are literally the children of gods of a certain pantheon.  In this case, the Greeks.  But I wanted the players to go through a bit of uncertainty and exploration of who they were.

The plot here involved government conspiracies, the old Greek gods, other Scions of the Greeks, other nations and their Scions, and the Titans of old.  I tied the story of the world back as far as WWII with the allies and axis utilizing different strains of genetic manipulation to try to create super-soldiers, of which the characters were the third generation of the American version.

After Alpha/Omega, I decided I was going to pick a single system and stick with it all the way through, even if I didn’t end up liking it completely.  Also, after having a couple of great scenes from Alpha/Omega involving the back-stories of a couple of characters, I decided this time I would make sure to tie every character’s background into the plot one way or another.

I was able to achieve this with varying degrees of success.  Interestingly (though not surprisingly), the characters who were tied in more tended to enjoy the game more.  One character in particular I struggled and struggled to get involved in the game.  In the end, his was the least involved character, and I think he was fine seeing the campaign end.  Even still, the other characters got pretty well involved and enjoyed the game.



Legend of the Five Rings
This is the campaign I am currently running.  I had a few goals when I started planning this one, and time will tell if I manage to hit any of them.  A lot of my goals are based on refining previous goals, or continuing my more successful plans through to this campaign.

Foremost, I am building a campaign that hopefully does not favor one style of character over any other.  Specific sessions may favor one over the other, but I am trying to make sure every character type has equal time to shine.  In the midst of a battle to save a city, for example, the courtiers were able to negotiate treaties with other clans present to get assistance to have direct impact on the battle.

I am also taking my plans from Scion to incorporate every backstory.  Since I consider myself having failed at that last time around, I am endeavoring to put more effort into it this time around.

Finally, I am trying to plan for the long term a bit better.  Every session I create I have a list of things I am trying to accomplish beyond moving the plot of the game forward.  One session may have the following notes on my page: make sure the characters meet X and don’t like him, make sure they learn about Y event happening elsewhere, and make sure that Z happens near the characters.  I may not have devised exactly how those things are going to happen in the session yet, but keeping those in front of me helps to make sure my long-term plans actually work out well.

To achieve all of this, I have had to be far more organized than I have been before.  I am writing out all my sessions, recapping them afterwards to make sure I don’t forget what happened, and writing notes to myself for what I want to happen in the future.

While not a goal, one interesting thing about this campaign is that for the first time in a long time, I will actually know the system better than the people playing it.  I have found this is very advantageous.  Often in the past I have favored story over the crunch that goes along with it.  It might just be my point of view, but I feel like I have a lot more internal consistency this time around because the system of the world is consistent and something I understand.


I like to consider myself a good GM.  My players tend to enjoy the games I run.  We still tell stories about different sessions or scenes that we remember.  But the same as any skill out there, becoming a better GM requires one to put in the effort.  Not all of my campaigns have high responses from others, but the more I run, and the more I vary my style each time, the better I get and the more I enjoy it.

Friday, November 23, 2012

Comic: Supergod



I had an opportunity to stop by a comic store earlier this week and I picked up one of the new Walking Dead paperbacks I hadn’t read yet.  While I was there, I spotted another book called Supergod.  I’m a big fan of self-contained superhero stories, so I figured I’d give this one a try.


The premise for the book is that the nuclear arms race in our world was replaced by a superhero arms race.  Each nation raced to get a powerful superhero of their own to deter others from attacking them.  Each one is created differently and has vastly different abilities and powers, but one thing they all share in common is a detachment from humanity.  These aren’t your Spiderman or Batman type heroes.  These are more like Superman, except without any attachment to humans.  They are on a level entirely beyond humanity and tend to value humanity as we value ants.

The story unfolds as one of the superheroes is accidentally unleashed and begins his own goals and methods, which slowly become clear over time.  Other superheroes are crafted and eventually some battle against others and humanity is left in the wake.  Watching how some of them behave is startling, and the battles are interesting if short.

Actually, I would have to say that’s the biggest problem with the book: it’s short.  It’s roughly five issues all told, and spans decades of development and warfare.  Had this book been three or four times its size and actually had the chance to go through a lot of the progression of the story, I think it would have been much better.  As it is, some of the superheroes are only given a few pages of development, and then their battles take a single page or two.

The story is told from a person alive during the aftermath of everything dictating the rise of these superheroes and the subsequent fall of humanity.  From the very beginning you see him sitting in a ruined city talking about what happened and where things went wrong.  There is very little actual dialogue apart from his narration, which gives the reader the a detached feeling that mirrors what the superheroes feel.

Overall, it felt like a great series of ideas that could have been fleshed out more.  If anything, it felt like I was reading a skeleton outline to a great story.

Would I recommend reading it?  If you can get the chance to read it without buying it, I certainly would.  Outside of that, it’s a pretty bizarre novel.  If you enjoy things like Empire or A God Somewhere, this is in the same vein as those ones, though it’s not quite as good as them.

Wednesday, November 21, 2012

Von Schill faces Mei Feng



Malifaux has not been the great draw to me recently that it once was.  I’m not going to go into why – we actually talk a little about that on our upcoming episode of the Gamers Lounge – but suffice it to say that as absent as I’ve been in my blogging, I’ve been equally absent in playing Malifaux.

Yesterday, though, I was able to get a game in against a local player, Hugh, and his Archanists.  I have decided to play Outcasts for Bill’s Winter Achievement League.

We lined up for a 25 soulstone game.  I pulled out Von Schill, and he pulled up Mei Feng.

Outcasts (Mike)
Crew: Von Schill, Librarian, Trapper, Specialist, Friekorpsman x2, 3 stones
Strategy: Treasure Hunt
Schemes: Breakthrough, Stake a Claim

Archanists (Hugh)
Crew: Mei Fang, Arcane Effigy, Rail Golem, Large Steampunk, Gunsmith
Strategy: Turf War
Schemes: Sabotage, Hold Out

I didn’t realize until just now that Hugh’s list included two different special forces, but that’s okay.  It was just a fun, relaxed game.

I put my Stake a Claim on a piece of terrain in his deployment zone so I could try to grab both of those with one model.  Given that I’d also need to outnumber him on that side of the board AND get my Treasure Marker back to my side of the board, I had my work cut out for me.

I deployed my crew roughly in the center of my line, with one Friekorpsman across from the Stake a Claim objective on the right side of the board.  He deployed his entire crew next to that objective save for the Gunsmith who was deployed on the far left flank.  I put my Trapper on the left flank behind a building, counting on From the Shadows to keep him from being targeted by the Gunsmith until I was ready.

TURN ONE: VON SCHILL INITIATIVE
I started by moving my crew up the field.  There was a rock outcropping a few inches away from the Treasure, so my Friekorpsman, Librarian and Von Schill hid there.  I did get a shot off from Von Schill on the Large SPA, but missed due to cover.  His crew moved out as well with the Arcane Effigy giving Mei Feng another cast for the following turn, and the Rail Golem grabbing a few burning tokens.  My Trapper passed to stay in the Shadows.


TURN TWO: VON SCHILL INITIATIVE
I figured my best target was the Large SPA, so my Friekorpsman focused a shot there, dropping some wounds on him.  Mei Feng jumped out, Rail Walker-ing past the Rail Golem and Large SPA and then moved in on the Specialist, dropping him by 4 wounds.  Von Schill killed off the Large SPA and moved to get the Specialist in range of his 6” Slow to Die bubble.  The Rail Golem moved up to get in range of fighting next turn.  My Librarian healed my Specialist a couple times, and the Specialist ended up moving in between the Rail Golem and Von Schill.  He was stuck in melee and I didn’t see him really offering much support anymore.  The Gunsmith moved towards the fight and the Trapper moved out and took a shot on him, but only did one wound.


TURN THREE: MEI FENG INITIATIVE
The Rail Golem moved in and killed off the Specialist, dealing a few wounds to Mei Feng and to himself.  My Friekorpsman lined a focused shot on Mei Feng and pulled the trigger, hitting after we both cheated.  I dropped the Red Joker and flipped another severe, and he prevented.  At this point, Mei Feng had 3 wounds and 2 stones remaining.  Mei Feng launched herself into Von Schill and did a couple wounds to him, then jumped into my Friekorpsman and Librarian, but didn’t do much there.  Von Schill lined a shot on the Gunsmith but when the smoke cleared, the Gunsmith still had one wound remaining.  He shot at Von Schill, knocking the old man to 3 wounds left, then got killed off by the Trapper.  The Librarian healed the Friekorpsman back up to full.


TURN FOUR: MEI FENG INITIATIVE
Mei Feng started off by going through the Friekorpsman, knocking him down a few wounds, then bounced into Von Schill.  She hit him a couple more times with me using two stones to Slow to Die / Heal and keep Von Schill around.  My Trapper started pinging the Rail Golem while my Librarian tried to heal up Von Schill, but didn’t do much good there.  The Rail Golem (slow from Burning) moved in and tried to Red Line, but failed the cast.  My second Friekorpsman booked it for his deployment zone while the Arcane Effigy moved on the Sabotage point.  We both had one soulstone at this point and Von Schill and Mei Feng were engaged.


TURN FIVE: MEI FENG INITIATIVE (USED A STONE)
Mei Feng attacked Von Schill, killing him.  Rather than healing, I used Slow to Die to have Von Schill attack back.  My soulstone pushed the total high enough that I got a straight flip, and I cheated a severe to kill off Mei Feng too.  At that point, my Librarian blasted the Rail Golem twice, ignoring his armor, dropping him to one wound remaining.  The Rail Golem tried to Red Line but failed again, and charged the Librarian but ended up just out of range.  The Trapper shot him and finished him off, then booked it for his deployment zone.  One of my Friekorpsman took the Breakthrough and Stake a Claim marker while the other one moved up and grabbed the Treasure.  The Arcane Effigy grabbed the Sabotage.


TURN SIX: VON SCHILL INITIATIVE
I kept everyone where they were save for the Treasure Friekorpsman and Librarian.  They booked it to my deployment zone but didn’t quite make it.


FINAL SCORE:
Von Schill: 6 (2 Treasure Hunt, 2 Breakthrough, 2 Stake a Claim)
Mei Feng: 2 (0 Turf War, 2 Sabotage, 0 Hold Out)