Showing posts with label Dread. Show all posts
Showing posts with label Dread. Show all posts

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.


Friday, April 26, 2013

The Eternal GM - Player Buy-In

I thought anyone reading the blog might be interested in reading an article on a topic other than game design from me. If not, feel free to ignore. However, I've decided to start a series called "the Eternal GM." Why the title? Because, save for a very few exceptions, I've been strictly a GM for the better part of 20 years. I'll be adding posts to this series as the fancy strikes me in an attempt to provide insight to newer GMs and possibly provoke some discussions. In addition to an article for each topic, I will also briefly mention a RPG that I feel does a good job of addressing the problem. And now, our first topic:

Player Buy-In

Every GM has faced it from time to time; looking across the table to see at least one of the players staring with a blank look in their eyes, clearly not thinking about the game. You then realize: the same look is on the majority of the players' faces. They aren't interested in what's going on in-game. The question is, how to get everyone back into the game?

Preventative Measures

I've seen this often enough that it's something I try to prevent before the game itself even starts. How? By making sure the players are invested in their characters during character creation and adventures have personal tie-ins that they'll care about. Here are the ways I generally do this:

Make sure the PCs have back stories - I find that character creation shouldn't just be doing a bunch of math and writing the results down on a character sheet. Where the character came from is just as important to the game as what she can do now. In order to accomplish this, I take a couple of approaches during character creation to help the players flesh their PCs out, depending on the game/situation.

  • Questionnaire - I take a page from the brainchild of +Epidiah Ravachol and +nat barmore, Dread, and hand out sheets of questions to players. Each set of questions is different but generic. Generally I only go with five or six questions, just enough to get the players thinking about their characters. This results in more buy-in by itself (the more work put into a character, the more invested the player will be) as well as providing fodder for me to work character's stories into an adventure.
  • Group Character Creation - I'm a fan of this anyway, because it makes things easier in regards to balancing if necessary. However, as I have become drawn more and more into the world of narrative RPGs, I find it also serves a second purpose. I can ask questions to players about how their character came by a particular skill, or how two similar skills might mean a couple of the PCs know each other. This gives a similar result to the questionnaire method while also allowing the players to intertwine their characters' backgrounds (as well as give player the opportunity to make suggestions/give input on the backgrounds of the other PCs).
Using one of those two methods, most players in my games (even the laziest when it comes to story-type elements) end up with at least a somewhat-fleshed-out background. I then use the characters backgrounds as story elements, making sure that in each adventure, at least one PC background comes into play.

Know Your Players - If you're running a diplomacy game for a group of munchkins, of course they'll end up bored. You're either in the wrong group, or you don't know your players. Don't create the game you want to run, create the game everyone will enjoy playing. Obviously, with a new group this is a bit more difficult to ascertain, but there's quick way to solve this: ask. When you are preparing to run a game for your players, ask them what kinds of games they like to play. If they love combat and simulation, make sure that's stressed; if they enjoy outwitting their opponents, make sure it comes up. 

Fixing the Problem

The above advice does nothing to help the situation in progress. The players are mid-session and bored. Right. So, here's what I do:

Take a Break - Grab snacks. Catch up. Take 5-10 minutes and step away from the game. Ask the players what their favorite moments from the campaign have been so far, or what's been rubbing them the wrong way about the session. Maybe people are just having a collective off-night, maybe it's somethings specific. Then, call them back to the table and drop them in media res. Cut the adventure to the middle of whatever the next scene was going to be. 

If they were preparing to attack a camp of enemies, start back up in combat as the enemies take their first swing (maybe say one opponent was dropped "off-screen" and shouted to rouse the other). If they are preparing to enter negotiations, drop them in the middle of a screaming rant from the person they're trying to negotiate with and have them talk their way back. Essentially, start the game back up with an assumed minor failure or something similar. Nothing gets players into the game like adversity.

Now from time to time, I try other options that work with varying success, but I find that what I discussed above has the highest success rate for me. 

What RPG Makes Player Buy-In the Easiest?
Fate Core. Yeah, this might seem like the obvious answer from me, as my current projects have been revolving around hacking this system, but it's true. Evil Hat's Fate Core is a game that is built around player buy-in. Aspects are the most important parts of a PC's backgrounds, with a mechanical effect as well as story. Anytime there happens to be a lull during a session or a player's eyes start to glaze over, just compel on of their aspects and you've pulled them right back into the game. 

So there you have it, my thoughts on player buy-in and how to solve problems that come up with it. If this is of use to you in your GM endeavors, or even if it was just a semi-enjoyable read, I've done my job. And hey, if you have your own thoughts on player buy-in, or your own suggestions for games that address the topic well, please comment!

Tuesday, February 5, 2013

Dread: Horror Role Playing with Built-in Atmosphere


In my Iron Reviewer entries, I am going to focus on what I consider the key concepts that I apply when
looking at the playability of any RPG. Rules will be talked about, but not rated on any kind of standalone basis. At the end of each section I will include a "TL; DR" summary for those who just want to get the gist of it.




The Idea

Dread is a game that attempt to capture the feeling of the American horror film. From Alien to Friday the 13th, Dread wants to be able to invoke both the creeping fear of a slow reveal as well as the jump in your seat startle when the monster leaps out from behind a door.

The question to ask is “does it succeed”?

Mechanic System:Atmosphere

The first of my key concepts is the one that I consider to quite possibly be the most important. Do the mechanics of the game successfully capture the atmosphere the game is trying to create? Below I will discuss various aspects of the mechanics in relation to the atmosphere of the game.

Mechanics
There is exactly one REAL mechanic in Dread. Everything else is based around the story telling. The mechanic in the game is a Jenga tower. This is where the statement I made in my subject line comes in. Jenga is a game that creates a tension all in its own. The designers felt like combining that tension with a tale of horror would go a long way towards capturing the seat-gripping suspense of a horror film. In my opinion, they succeeded.

In Dread, the GM does nothing mechanically. He merely weaves the tale and guides the players down the dark and depraved path to their ultimate rewards. Basically, when someone wants to perform an action where something is actually risked, the game master will call for a pull from the tower. If the player successfully pulls from the tower without toppling it, she succeeds. If the tower falls over, she fails. If the task is one in which a particular character can accomplish it easily (for example, a situation that requires an action that she has clearly listed on her character sheet that she's capable of), there is no pull required.

Failing in Dread is not good. If you take out the tower while making a pull, your character doesn't just fail at her action. She gets written out of the story entirely. Oftentimes, she dies, but it is possible that the character gets written out by the GM another way.

Players can also choose to make pulls on their own. If you want your character to succeed at something exceptionally, you can choose to pull more than once from the tower. Should you succeed at your pulls, she succeeds above and beyond. You can also choose your own actions to pull for should the desire arise.

The state of the tower also helps the GM to pace the game. If it's early on and there are a lot of pulls, it might be a good time for the GM to decide to slow the action up a bit and build suspense. If there haven't been any pulls for some time, he may decide to get the action going more quickly and cause several pulls in a row.

Character Creation
Character creation in Dread is the only other real "mechanic," and it really isn't even one. There are no statistics, no abilities, and no rolls of the dice. So how does one create a character? Simple. You answer questions.

When a game master creates a story to run in Dread, he will create a questionnaire for each character. Each sheet has different questions on it. At the beginning of the session the GM will hand the sheets out to each of the players and they spend time answering each of the questions.

This process is almost a game in and of itself. Players will try and answer the questions in such a way that they might actually be able to accomplish a task without making a pull. This situation can also pit some of the character against each other.

Most importantly (I feel), creating the characters via questionnaire helps the player grow attached to it. This helps drive the suspense even more as they grow attached to them. Lastly, as there are no numbers of any kinds to worry about, this frees everyone up to focus on personality.

TL; DR Summary - Mechanic System:Atmosphere
The Jenga tower mechanic is meant to create an atmosphere of tension that bleeds into the game itself. As characters "die" when failing at any pull from the tower, it succeeds at raising the stress levels around the table.

Character creation also helps build the atmosphere. In a genre where characters actual abilities often come to not, Dread removes them completely. Characters are created by answering questions. The answers to those questions are the character.

Mechanics:Atmosphere Rating - 5/5


Complexity

Complexity of a system can not only have effect on general playability, but also to how newbie-friendly it is. Because of this, the complexity of a game is the second of my key concepts as it applies to the Basic System, Players and GMs.
Basic System
There is nothing really complex about the base system. If you don't automatically succeed at something, pull from the tower. That's it.

Player
Really the most complex thing for a character in a game of Dread is character creation. I've found that, with characters who like to get into their characters, the creation portion of a session can take some time.

The other part of the game that might come across as more complex to some is how narrative it is. There are no rolls determining success or failure, so the storytelling is all in the description of how a character succeeds or fails.

GM
The job of the GM can go either way when it comes to complexity. If a GM is running a prewritten adventure, there isn't much more to it than keeping things on track and keeping the storytelling interesting.

The hardest part of a GM's job in Dread is probably keeping the pacing up. A GM has to make sure that pulls aren't called for too frequently or two infrequently. He also wants to keep things interesting, include lulls and frantic action in moderation as well. This will also come into play when a GM is designing his own stories.

TL; DR Summary - Complexity
The basic mechanics of Dread are very easy to pick up. There isn't much complexity to "try something risky, pull from the tower." Players do need to put some thought into character creation, so that can take some effort. Lastly, GMs have to work at keeping the pacing appropriate, which is probably the hardest part of being a GM for this game.

Complexity Rating - 5/5


GM Section

I am primarily a GM when I play, so the third of my key concepts is how useful the GM section of a book is for potential GMs. Some are extremely in depth and some are basically useless.

How to Host a Dread Game
This chapter first touches on the basics of running a game of Dread. After that, it moves into what NOT to do (stay away from the tower, don't monopolize the story, etc.). After the don'ts, the chapter moves on to advice on keeping the pacing appropriate to the story and the timing of pulls from the tower. The last part of the chapter talks about how to address potential problems in a game, from players who refuse to perform actions requiring pulls to characters dropping dead early on in a game.

How to Create a Dread Game
This chapter helps a GM understand how a Dread story is built. It discusses how to develop the story and create events not directly related to the plot. It also gives advice on how to keep the characters feeling isolated and in danger and how to put everything together in a game designed to build suspense and danger while still being fun.

The" ________ Game" chapters
The final GM chapters are six chapters devoted to genres. This entire section of the book is broken up into advice on different styles of games. What kind of questionnaires to design for different genres, pulling from the tower, how to weave the story. For those creating their own Dread stories, these chapters are quite the gold mine.

TL; DR Summary - GM Section
There are multiple chapters devoted to running Dread. One is specific to running the game itself and a second is devoted to creating a game in general. The last group of chapters breaks running/designing stories down by genre.

GM Section Rating - 5/5

Included Adventure

The fourth and last key concept for any core book is the sample adventure included. Ideally, this should give GMs an idea of what a general adventure in the system should look like while keeping it easy to reference.

Number of included adventures: 3
Dread introduces three complete stories for a GM to run. Beneath the Full Moon, Beneath a Metal Sky and Beneath the Mask. Each story embodies a different genre of horror.

Beneath the Full Moon
Beneath the Full Moon is a supernatural suspense horror story. A group of students camping in the woods. The guide is mauled and the students are lost, being stalked by something, and the full moon is in the sky.

Beneath a Metal Sky
Beneath a Metal Sky is a science fiction horror story in the styling of Alien or Pitch Black. A salvage crew comes across an abandoned space hulk and investigates, only to find it isn't really abandoned. It's then they discover their own ship is gone and there are noises in the walls.

Beneath the Mask
Teenagers at a camp on a lake. People being murdered in their bunks. The only people present are the campers. Which of them did it? Yes, the last story in the Dread core rulebook is a slasher/mystery story. One of the characters has gone off the deep end and it’s up to the rest to figure out who and why.

Each of the stories presented here in the book give questionnaires to hand out to players. They include side scenes that can help flesh out a plot or keep things interesting. Lastly, each gives advice on specific scenes that should be present in one way or another to keep things running smoothly.

TL; DR Summary - Included Adventure
Dread includes three stories to be run, each in a different genre (Supernatural Suspense, Sci-Fi and Slasher Mystery). Each gives character questionnaires, potential side stories and suggested mandatory scenes to keep the plot moving. The stories do a good job of laying out what a story should look like as well as providing a good jumping off point for new GMs and players alike.

Included Adventure Rating - 5/5


Potential Concerns

This section isn't only devoted to things I don't like about a game, but also potential problems that don't bother me but might also bother others. This section isn't rated as it is even more subjective than the rest of my review.

There are a couple of areas I need to touch on in this review regarding potential concerns. The first is the Jenga tower. Jenga isn't for everyone. The biggest complaint about this game is that the mechanics rely on manual dexterity and not character skill. This is a valid complaint and might turn some people of completely. I know at least one of my players has refused to even try the game for this very reason.

The second area of concern is the narrative storytelling. Dread doesn't leave as much in the players’ hands as some other narrative games, but it still leaves plenty up to the player. If they succeed at a pull, they need to decide what they did to succeed and narrate it. Like other narrative games, if a player is a major simulationist, this game might not be for them.

To finish this review off, I just want to say that this is one of a few new games I've tried in the past year that have helped me to fall in love with a more collaborative and narrative play style. The mechanic of pulling from a Jenga tower is completely unique and very much in line with a tension and suspense created by horror films. In the first game of this I ran (with a group of strangers at a FLGS), in the last scene one player actually dropped to his knees next to the table shaking after making the final pull to escape on a helicopter. THAT is how players should feel during a horror RPG, as far as I'm concerned.

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