Tuesday, May 21, 2013

Time Heroes - The Kickstarter Launches!

After months of preparations and waiting, the time has finally come! I've finished the beta draft and the quick-start packet. Sadly, due to separation from the original Time Heroes artist, the quick-start packet is currently artless (though Justin was kind enough to allow me to keep the logo, which is awesome!). However, it still exists, which is ok by me.

Due to this separation, I found myself in a position to find a new illustrator for the project. I was lucky enough to contact none other than the extremely talented +Melissa Gay who has worked on varied projects from the Dresden Files RPG (also Fate-based) to Mermain Adventures. I am certainly extremely excited to have her on board this project and glad that she saw fit to provide me with an image to include in the Kickstarter!

Now, the past couple of days have been pretty busy (in a good way). My fiancee, +Ashley Ishmael graduated from RN school yesterday and today she and I set a date for our wedding (September 28th of this year) so we went to my parents' for a bit of a celebration. I realized that I had all the pins set up for the Time Heroes Kickstarter, I just needed to roll the ball down the lane and I could make the celebration (pardon the switching of sports metaphors) a hat trick.

So, without further ado, I present to you the link to the Time Heroes Kickstarter, the very first (but hopefully not last) RPG project from GeekWorld Online:

Time Heroes Kickstarter Page

Saturday, May 11, 2013

The Eternal GM - New Game Master Advice Part One

Yesterday we were so busy getting everything ready for ToddlerGeek's 3rd birthday party (today) that I forgot to publish this week's Eternal GM article. So, it's a day late. This week's topic? Being a new GM. I will be discussing suggestions that I think will help new GMs transition into their role in a (I hope) more comfortable fashion than I was able to.

I've been a game master from the moment I discovered RPGs. Being a writer (in my head, anyway), it was a more or less natural transition for me. That being said, there were still plenty of bumps in the road that I had to work to overcome along the way, just as any GM does. I'm hoping that this article will help those of you sitting on the fence (and those who requested this topic) make the decision to dive into the role of the game master.

This is a topic that is going to be covered in a future episode of Play on Target as well (this summer sometime, probably), but due to the requests I decided it was worth doing an article about. I am planning on splitting this article into two parts. In this week's article I will be focusing on helping those interested in game mastering but unsure where to start. Next week, I'll be discussing common mistakes I've seen (and made) in new GMs and how they might be resolved. *Note - the second and third section do contradict each other. One might work for some people, another for others. A lot can depend on the group.

Be Comfortable With the Genre

This is always one of my recommendations to newer GMs. You're trying something you've never done before, whether you're already a role player or not. It's a lot more work logistically than being a player and you may well be learning a completely new system. There is no reason you need to make your life any more difficult than necessary. Look for a game that will be a good fit for you genre-wise. 
Think of the types of books you like to read or movies you like to watch. Then find a game that falls under the same heading and run that (or even a game based on an existing property you love). If you're a huge Star Wars fan, make your first GM experience a Star Wars game. If you exclusively read science fiction, then that's what you should run your first time as game master, even if that's not what your group is used to. The goal with this is you'll have less to worry about in the playing it by ear portion if you're already familiar with the setting and/or tropes of the genre than if you're diving into completely unfamiliar territory.

Run a System Your Players Know...

GMing is an extremely daunting task, particularly the first few times you act in that capacity. If you're with a close group of friends who you're comfortable with, why not run a game they all know well? That way, when you have a hiccup, you'll have people to turn to for advice. As long as you don't have any extreme rules lawyers in your group and are comfortable being told how things work (or, preferably, where to find info you need), then this can be a successful way to get used to GMing. You'll have people around you who can help you get used to the rules, which means one less weight you'll have solely on your shoulders while you get used to the ins and outs of GMing in general.

...But Really, Don't

I've run into very few groups that don't have a rules lawyer/know-it-all in them. These players can be intimidating in general. Taking into account that you're trying to to step into the driver's seat (so to speak) for the first time, this intimidation factor of having someone who likes letting people know he's better versed in the system than they are can increase tenfold. 
The easiest way to resolve this issue is simply to make sure you are running a system that absolutely no one at your table is already familiar with. This works particularly well if you're following the first piece of advice from this article and making sure you are running a game in a setting/genre you are already familiar with. This puts more onto your shoulders right off the bat as you are the "expert" in the system, so anything you can do to make your prep work easier is extremely beneficial.

Get Your Players to Help

This one is pretty cut and dry. There are a lot of things generally left up to the GM that you can enlist your players' assistance with. Here is a brief list of duties that you can pass of to your players that will lighten your in-game stress a bit as well as keeping players involved in the game at every turn:
  • Initiative - Hand this one off to a player at the beginning of combat. Let her take note of who has what initiative and make sure everyone knows when it's their turn to go. This person can also generally keep track of status effects and how long they last.
  • Mapping - This one goes way back, but there was a time when players actually had to map out where they were exploring. Use a map that works with dry erase markers and instead of drawing the map out for them, show them where to start and have them draw it out as they explore. This will save you running around the table every time they enter a new area you didn't want to already have drawn out for them.
  • Combatants - This often works better if someone isn't involved in a conflict overly much (for whatever reason), or the combat is large-scale. Let the players control the friendly NPCs in such conflicts. One less thing you have to worry about when you're controlling all the "monsters." 

Run a "Beginner" Box

I put beginner in parentheses above because (as you'll see) not all box sets ideal for beginner GMs are labelled "beginner" on the box itself. These are box sets that include everything you need to play the game, simple (or simplified) rules, and generally make sure people new to the role playing hobby aren't completely overwhelmed. There are a lot of these in the market these days, some better than others. Below are a few that I feel are of note.
  • Dragon Age (Set 1+) - This set works great for beginners for several reasons. It's familiar to a large subset of people who may be new to tabletop RPGs as the source material is a video game RPG. It's a simple system that doesn't take much to learn and each set adds new things to the system. For those unfamiliar with the setting, it's still a solid fantasy RPG for those familiar with the genre. Genre: Fantasy
  • Star Wars Beginner Box - This one has some pluses and minuses to it. It is Star Wars, which many role players will be widely familiar with. It comes with everything necessary to play, from the special dice required for the game to a group of prebuilt characters and adventures. The system is simplified from the full version. This last, however, is also the downside, in that you can't (as of this writing) simply take the characters that you've played through the beginner box with and port them over to the full game without alteration. Genre: Space Opera
  • D&D Gamma World Role Playing Game - This most recent iteration of Gamma World (by Wizards of the Coast) is probably the best (in my opinion) entry point into 4th Edition Dungeons and Dragons for those who are interested. Even without taking that into account, it's a good standalone system. Again, everything needed to play is there: maps, rules, tokens, etc. It's a pared-down version of an already new-to-RPGs-friendly system. Genre: Post-Apocalyptic (and Comedic, though not absolutely necessary)
  • Pathfinder Beginner Box - This one is one of the most oft-spoken of when Beginner boxes are brought up in conversation. It comes with prebuilt characters, a map, nice quality tokens (nice quality everything really), simplified rules, and characters can be easily ported over to the full game once the beginner adventure path has been completed. The really nice thing about this is for those GMs not wanting to get into adventure/campaign design, there are a ton of adventure paths available to run players through that are extremely well-written. Genre: Fantasy
Next week I'll be back with part two, in which I will discuss common mistakes I've seen (and made myself) and recommendations of how to address them.

Friday, May 3, 2013

The Eternal GM - Atmosphere in RPGs

Not much has changed in the last week in the GWO world. The Time Heroes Kickstarter hasn't advanced too much, though I have started on the Eras supplement and have seen a rough sketch of the Quick-Start Packet's cover. However, I do have the second article in "the Eternal GM" for you. I hope you enjoy and remember, at the end I will briefly mention a game that I feel does a great job of addressing the topic (and why).

Capturing Atmosphere

This week's topic is regarding a situation I see come up many times at the table. Unfortunately, it's also a situation that doesn't have a clear-cut solution (at least not a good one). That being said, there are things a GM can do to help evoke the atmosphere of a particular game. As always, there are certainly more than I will be discussing here, but these are what I use at my own table. I should note that the article will revolve heavily around horror because (in my mind) it's one of the most difficult atmosphere's to successfully get into at the table.

Know Your Players

For me, this is the biggest way to succeed with an atmospheric game (or really, any game). Unfortunately, it's an "all or nothing" scenario. You need to know your players for an atmosphere-heavy game to have any chance of succeeding. As GM, you should know your players' attitudes and how adjustable they are. For example, if you're trying to run a Call of Cthulhu adventure (seriously), but you know your group can't go more than five minutes between silly comments, you're going to need to find a way around that (or play a different game).

You need to weigh how much you and your players want to make a game work against whether or not the game is up your group's alley. Every game is not for every group, and that's okay. Just make sure you and your players are aware of this when playing an atmospheric game that's outside of the normal comfort zone.

Of course, if you're just starting out with a new group or running a one shot at a con, the preceding paragraph does you little to no good. Which brings us to:

Pacing, Pacing, Pacing

When running a game in which atmosphere plays a large part, pacing is everything. If you're running an action-adventure game, moving too slowly can make things feel boring for everyone. On the flip side, moving too quickly in a horror game won't give anyone a chance to feel the suspense.

The real trick is to make the pacing fit the atmosphere you're going for without feeling contrived or clunky. If the pacing doesn't feel natural it's going to jar the players out of their immersion just as much as the wrong pacing entirely.

Let's take horror as an example. You want to have periods of time where the PCs aren't directly facing whatever horrible force they're going up against. Heck, depending on the type of horror, you may want to make sure they don't have an idea of what it is (or think it's one thing only to find it's something else) until the third act.  However, you also want to make sure they know there's something, and that the something is a present danger. It doesn't matter if this is achieved through sightings, or gut feelings players get, or even finding evidence it has been there; all that matters is that the characters find pieces here and there that let them know they could be beset at any moment.

The point is this, really: think of good books or films that embody the atmosphere you are attempting to evoke and pattern your games after them. Even the biggest action-fest has a break where the characters have a breather between beat-downs.

Props

If you're playing a comedic action game and in a fight against the evil Clown Lord Bo-Zo you pull out a bat-shaped balloon and start smacking a character in the head with it, it'll be obvious they're in a silly world. Yeah, that one's a bit over the top. Here's a better example of atmosphere-related props: 

You're playing call of Cthulhu, the game is set in the 1920s. You tell the PCs that a telegram has been slipped under their door. When they pick it up, you then slide a piece of yellowed telegram-style paper under the GM screen (or across the table) towards them. Anything you can do, whether it's a physical prop, background music (to an extent), or document will help pull them deeper into the world you're trying to create for them.

As I write this, I find that it's a topic that may well deserve to be broken down with articles for various genres. I may well do that down the road, but hopefully this particular entry has given you some insight into how I, at least, try to pull the players into the overall atmosphere of the game we are playing.

What Is the Most Atmospheric RPG?

Dread. Please remember, this is based purely on my experience and your views might well differ from mine. I have yet to run a game that captures the intended atmosphere better than +Epidiah Ravachol and +nat barmore's game of horror. Evoking the atmosphere of the game is built right into the mechanics. There are no abilities, no dice, no skills. There are only answers to questions and a Jenga tower. It takes the most sweat-inducing game I know and applies to to a RPG. If you make the tower fall, no matter how or when, you're written out of the story somehow. It has instilled the kind of stress tales of the macabre should into my players better than any other RPG I have run.


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