Good deaths at LARP camp

I’ve been busy teaching children to die well with make-believe swords. More importantly, I’ve been busy showing them that “winning” a sword fight doesn’t make you the most interesting or coolest character in the scene. Relatedly, I died a lot.

Near the end of our adventure game, shortly after I had led the campers in an oath to continue my mission (defending the land from dragons), I died to the big bad. It was a scripted death. It was also, if I may toot my own horn, a good one. I was lucky enough to have not one but several people come and pay their respects afterwards. I think a few of our campers have realized that they can have a good time and make good scenes with each other, improvising a good scene rather than struggling to win.

I’ll be very pleased if that sticks.

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South of Ela Cartaz

I’m away Thursday, so here’s a little setting-seed to tide you over:

There is an island on the southern coast of Ela Cartaz, where the winds bluster chill and wet. Under the moss and rot and the hanging vines, beneath the old trees whose roots eat older mortar and clutch at broken foundation-stones like pearls, there is a warm light. This is the light sought by many, the light for which thousands died before the fall of the first Ela Cartaz. It waits in darkness, while around it the remnants of a lost past whir and click and hum.

Building Engagement in RPGs, Quick Thoughts

This pulls lessons from all over, but especially from Apocalypse World.

Roleplaying games are a conversation. Like any conversation, they’re at their best when the people in them are engaged and present, not distracted. Playing an RPG means sharing a collaboratively created world and holding that mutual fiction in your mind; thus, the conversation suffers when people disengage.

So how can we keep each other engaged, and avoid Continue reading

Why Roll Dice? Two Misconceptions

Maybe some of you have seen something like this before:

Player: “I want to see what’s behind this bookshelf. I hit it with my axe. I get a 3 on my attack roll.”
Storyteller: “Well… that doesn’t seem very effective. The bookshelf doesn’t move.”
Player: “Okay, I swing at it again. 5.”
Storyteller: “…”
Player: “Not good enough? I try again. 1.”
Storyteller: *Sigh* “The bookshelf falls on you. You take 6 damage.”

These rolls are boring, and this scene is a clear failure in my eyes. Not on the part of the PC, who can’t get a break with that bookshelf, but on the part of the storyteller and the player. It plays into two misconceptions that crop up in RPGs, either of which can Continue reading

Binary Success and Failure in RPGs, Quick Thoughts

Many popular RPG systems measure success (or failure) as a simple binary. For example, by a strict reading of D&D 5e’s rules, either your character is successfully sneaky or they’re not: there’s no middle ground. There’s no benefit for being exceptionally stealthy, and there’s no real penalty for being exceptionally not-stealthy. Thus, there’re no degrees of success or failure. Every test is pass or fail.

This streamlines resolution of tests, and has the benefit of being fast and simple. But it also misses Continue reading

Killing PCs, a quick reflection

Years ago I wrote a piece called “And Then You Die: A Good (Character) Death.” I’ve been thinking more about it recently, because two of my players’ characters died in the last session of D&D that I ran.

Did I actually follow my own advice? Continue reading

DIE, and other RPG development

I’ve been lucky to be part of several different people’s thoughts about RPGs in the past month.

At the beginning of April I was fortunate enough to playtest Kieron Gillen’s DIE RPG, which was Continue reading

The Theater of the Moon

This is intended to be a setting seed for some future story or game, like The Chapel of Weeping.

There was once a theater on a small island set in the river’s delta. Some of it remains. The city it was part of fell ages ago; after the city was sacked by a victorious army its people fled, were captured, or were put to the sword. The theater escaped the initial destruction, and was protected from the fires that raged through the city by its watery border. As such, it is one of the few places in the ruined city which still bears the clear marks of its builders. Unlike most other places in the destroyed city, none of the theater has been scavenged for building stones.

The theater’s finery was stripped by more organized looters after the sack. No surviving city folk or other locals participated in looting that theater, however, for it was said to be holy. Indeed, the vessel used by the looters sank in a freak storm several days after reaching port.

Rumor has it that the people who took the theater’s riches each suffered exquisitely awful deaths, and each family of theirs which did not dispose of the treasure soon fell to similarly terrible fates: slow wasting disease, all-consuming madness, cruelly ill luck. Whether or not this is true is widely debated, but these stories are favored by those who still live near the fallen city. They’re also popular as ghoulish legends amongst the descendants of those whose forces ruined the city so long ago.

The queendom which sacked the city, and whose people looted the temple, has since fallen into decline.

The theater, when it still stood wholly intact, was said to have a very particular ceiling. Intended to magnify moonlight, it captured the moon’s beams to light the floor of its amphitheater, at its brightest on the most holy nights of the moon’s phases. It is said that the theater could transport its audiences to unknown heights when the sacred plays were performed on the proper nights, but it is not known what those plays were, which nights those were, or whether the “heights” referenced were emotional or literal.

There are no publicly known survivors of the theater’s cult. It is a puzzle which has intrigued many for centuries.

Be Boring: Making fun characters, Quick Thoughts

Last week I said that your characters should be hungry.

This week I’ll add: be boring.

“Be boring” is for your character’s history, it’s for their personality, it’s for their hopes and dreams. Character creation doesn’t have to be a painstaking chore. You don’t have to create a beautiful new being, perfect and unique.

Be boring. Be average. Be a familiar trope. Use things you’ve seen elsewhere.

Be unoriginal.

If you’re really stuck, Continue reading

BE HUNGRY: Building your own Buy-in, Quick Thoughts

So many of the stories we tell, so many of the stories we read, are about reluctant heroes and passive adventurers. But those character tropes are woefully misleading and destructive when it comes to driving collaborative story-telling. Characters like that work in fiction because the creators of that fiction spend a tremendous amount of time finding ways to force the characters into action. That’s time and effort that you don’t see or recognize when you look at the story as a consumer. It’s time and effort that can suck energy out of gaming groups.

This is about defying those tropes, and having fun while doing it.

You don’t sit down at a diner counter and demand that the waitstaff convince you to buy food; you’re there because you’re hungry. You picked that place because 1) you already know they have something you want, or 2) you want to try something they have.

Besides, insisting that waitstaff Continue reading