Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Tuesday, May 21, 2013

A Game for a Season: Running a Campaign Like a TV Show

Hey, readers!

Today, I'm going to share a campaign layout that has changed the way I think about running games in general. To be honest, I'm not 100% if someone else has thought of this before or laid it out the way I have. Personally, this is from my own brain and not ripped off from someone else's ideas. (At least not intentionally.)

With that out of the way, let's address a common assumption.

Most people think of role-playing campaigns in one of these two mediums: books and movies. And why not? For a long time, books and word of mouth were the main ways that stories were communicated. Film is also a huge contender these days as a viable visual medium that tells about the lives of people, the terrible things that happen to them, and how they try to resolve it.

What do these two mediums have in common?

First of all, most books and movies follow the basic plot mountain scheme. Remember this from High School?



They both tell one story about a character or group of characters that follow this main arc. We meet the people involved, something happens that set larger things into motion and creates a problem, the characters try to solve the problem and get into more situations until it all explodes in one climatic scene, then the issue is either resolved or unresolved, someone or something has changed, and it ends. There can be sub-plots, but that's the basic stretch of the narrative.

You also get this story told to you over a reasonable amount of time. For movies, that ranges from an hour and a half to about three hours typically. For books, that really depends on the length of the book and how fast you can read, but unless you are an incredibly slow reader or the book is a tome, it won't take you more than a few weeks at most to finish.

However, if you try to place this model on an extended roleplaying campaign, it starts to break down in some rather distracting ways.



First, most roleplaying campaign plots don't fit neatly on plot mountain there. Sometimes the exposition is muddy or thrown out completely. 95% percent or more of the time spent in the game is dealing with the rising action while the climax, falling action, and resolution are usually resolved in one session. Not to mention the tendency of a lot of games, especially when D&D is involved, to just go from town to town or dungeon to dungeon with a loose narrative tying it together to make it somewhat cohesive, which makes the plot a series of hills rather than Mt. Everest.

Not to mention, there are sections on the 'Rising Action' slope that are boring and tedious which can consume entire sessions, making certain characters feel left out or abandoning an element someone enjoys completely. Dungeon crawls, anyone?

Secondly, roleplaying campaigns are not completed in a timely matter whatsoever. Most groups, if they're lucky, meet once a week, every two weeks, or once a month with a session that typically lasts anywhere from two to three hours or more. If you're going from start to finish, it could take a year or more to finish a campaign. Most games don't even survive that long! People move away, get new job schedules, can't make it on gaming day anymore, or the campaign just fizzles because you're stuck on the Rising Action slope. How many campaigns are actually finished, or even reach the climax, which is supposed to be the best part?

Not many.



So, maybe there needs to be a new model. What sort of entertainment offers a story about characters going through problems in reasonable time chunks where plots are more like a series of hills in a mountain range offered over an extended period of time?

TV shows.



If we model our campaigns and sessions after TV shows rather than movies or books, we open up a more satisfying and compatible system to work off. Just think about your favorite TV show for a second or two. What elements are in play here?

-A somewhat stable cast of protagonists and antagonists that appear every time.

-Episodes that have a beginning, middle, and end, usually with a climax included.

-Episodes that don't last more than 12 minutes to an hour.

-Sometimes they include an overarching story and meaningful changes based on events that happen (Continuity). Sometimes they don't.

-Groups of episodes are divided into seasons that typically have anywhere from 12 to 22 episodes.

Now, let's translate those episodes into role-playing campaign philosophies. 

-The cast consists of the player characters and any important recurring NPCs.

-Every session deals with a unique issue that is resolved by the time the session is over, with a climax included!

-Plot mountains can be completed within the span of a session with a smaller scope.

-Sessions have the opportunity to build off of one another and create an overarching plot that is advanced in some way by the smaller plot mountains that the season consists of. However, if you do not want to stick to continuity too much, depending on your style of game, you don't have to! 

-You can end the season whenever you want! You are not necessarily waiting for the huge payoff that the climax gives, so you can wrap up loose ends, shut the game down, and renew for another season if you want to return to those characters/stories again!

I'll go into more details in the nitty gritty by showing you how I've done this for my Teen Titans game in the future, but for now, these are just some things to wrap your mind around. I will say that this system and model will not work for every group template or group in general, but for some of them, it is so much easier on the GM and more satisfying for the players.

Hope you enjoyed my long post! If not, here's a funny picture.

-Wes


   

Friday, May 17, 2013

What I'm Running Right Now

Hey there, readers!

So, if you read my last post, you would know that I have a bad case of Perma-GM syndrome with all of the real-life groups I've created in the past five years or so. It's not a huge problem, as long as I have some sort of outlet for my playing desires every couple of months or so.

Besides, I'm a much better GM than I am a player! At least, I think so.

Unfortunately, due to my current life situation, I'm not running much, but that is due to change! In this post, I will be explaining what I'm running currently, and what the immediate plans are for the summer. Expect play reports in the future from these things!

What I'm Running Now:

Teen Titans Modern




I have a confession.

Ahem.

There are a lot of things about the DC Universe that I think are stupid.

There are also a lot of things I like, but the stuff that irks me almost spoils the bunch. Almost.

Therefore, I've taken it as a personal project to reinvent the DC Universe to a point where it is tolerable to me. Throughout this process, I've changed the origins of many heroes, entire histories, swapped around powers, sources, toyed with iconic images and made them unique. It's one of my many pet projects, and one I'm rather proud of.

I call it DC Modern.

In order to explore one aspect that was mostly left underdeveloped, I decided to run a game in this universe centered around teenage heroes using Marvel Heroic. I gave my players the choice to create unique characters or adapt existing Titans to fit in the universe. Here's a short roster:

Blue Beetle II: The youngest team member. His father was the original Blue Beetle, and when he was killed by Deathstroke, the scarab armor bonded to young Ray Kord, transforming the awkward teen into a still awkward superhero.

(A professional artist's rendition of the player as the hero)

Dullahan: A mysterious teenager with a past he cannot even recall. James Ulysses (naming himself after the author of his favorite book) has a head composed of ethereal thought tentacles that can move things about, read minds and the histories of objects, and do some things we're not even sure of.

(The player is a very talented artist!)

Johnny Thunder: A deadbeat teenage runaway with the power of sound projection! While his abilities seem to be a mutation or the result of some sort of accident gone wrong, they are actually magical in nature. He also has an amazing vehicle, "The Fuckin' Car"

Schrodinger: Juan Cervantes was born with an unusual quirk. He is, constantly, everywhere in the universe at once, and with an expression of will, he can move his 'physical body' anywhere, or expose more of his physical bodies at any given time. From birth, he was trained to be an assassin by Lady Shiva, and has only recently left her care.

So, I'll likely be putting up 'Episode Summaries' since I run this game in a TV Show like fashion that I will elaborate on later, but that is the basic premise. A grittier, more urban Teen Titans set in my own DC Universe.

What I'll Be Running Soon:

The Barrier Gem Prophecy: Civil War

This will be a sequel to a fantasy campaign I ran for my college group a little more than a year ago. I won't go into too much detail here since there's still a lot of variables with this one, but the main premise will be an 'Early Fantasy Civil War Arms Race.' Doesn't that sound fun?

Edge of the Empire: Escape from Mos Shuttaa

My first group that I created in freshman year of High School is getting together again for a few months this summer, and since we've all been playing Star Wars rpgs for forever, we're going to give this one a try! I'm really digging this system so far, and I'm hoping that I don't muck up this cute little module too much when I run it next week.

Something Else?

A big part of me wants to return the favor to all of the wonderful people over Google+ (Who are likely my only audience at the moment! <3) who ran games for me in the past half a year or so. So far, since most of them have been using Marvel Heroic, my inkling is some sort of game using that.

An experiment I've wanted to do for a long time was to create a revamped version of the Marvel Universe, much like I did with DC, but in a different fashion. Basically, I would run an Origins game for a certain aspect of the Marvel Universe, like.. Fantastic Four Origins, or X-Men First Class, or something to that effect. Instead of me asking my players to build things up from something I've already established, the players would craft the universe with their characters, backstories, and what happens. It'd be, like, a mutual universe creating thing-a-mabob meets the Ultimate Marvel basic idea of retooling stuff.

If that sounds cool, let me know!

Anyway, that's what I'm running now and what I'm running in the future. Hope you enjoyed it! If not, here's a funny picture.

-Wes