After eight sessions, we brought an end to our mini-campaign using Ron Edwards’ Sorcerer and Sword supplement. You can access the video by clicking here.
I’ve now run two games of Sorcerer, and in both cases it took a full 7-8 sessions to bring the kickers to a satisfactory resolution. The players for this series literally ranged around the globe: I’m in central Florida, Rod is in Texas, and Aybars is in Istanbul. To state the obvious, scheduling was a challenge, and it’s a testament to our commitment that we pulled this off.
I have some more sessions recorded, and we’ll see if I have the time to get those edited. This session, however, provides much food for thought, so rather than wait, I’m releasing it now.
In an earlier post, I mentioned that I tend to run games that operate on a slow burn, and despite the fact that our session builds to a dramatic crescendo, there are signs of that deliberate style in ample evidence here. Some players will balk at my approach, but I like the way all of this developed in our game. In terms of why the slow burn occurs, I can put my finger on a number of sources.
First, I’m not making it easy on the players. I regularly introduce situations or scenes where you will see the players mulling over their options . . . and I let them linger in their uncertainty. You’ll see a number of examples in this session.
At the start, for instance, the two Sorcerers have to decide whether to drug their friend (Zeki) who is experiencing an intense withdrawal, or to leave him behind to complete the process. You’ll see them working over that question, until Nagimo (played by Rod) opts for a low-dose drug option, only to have Balder (played by Aybars) rescue the situation by creatively coming up with a creative placebo option (aided by a successful roll of the dice).
And, towards the end of the session, you’ll see the duo encountering a number of fraught situations where they are thoughtfully debating what the best course of action might be: Do we sneak into the compound of the necromancer (named The Prime Herald) or do we take a more direct approach and ask for an audience? Do we try to contact the powerful demon named The Chryxen Butterfly, and if so, what should that timing be? Afterward, should Balder risk a binding with that demon, realizing that, by doing so, he will be initiated into the necromantic arts? The dilemmas come streaming down, and one consequence is that the game sometimes veers into anguished debates over tactics and morality instead of pulse-pounding action.
This session features a number of Humanity rolls. I love the way Balder/Aybars comes to a gradual realization that necromancy is nasty business . . . and there’s even a spot where he tries to justify (mostly to himself) dabbling in this very dark and wicked art (see the sequence starting at 1:14:00). Aybars is in fine form as he works through the ethics, and eventually he arrives at that favorite refuge of morally ambiguous decisions (at 1:18:00): “I have no other choice. . . I’m too deep in this!”
Sorcery and accompanying Humanity rolls are firing on all cylinders as things come to a close. At the 48:30 mark, Balder decides to contact the Chryxen Butterfly, and he uses a wonderfully described blood ritual along with some group sorcery to build up a sizable pool of dice to pull off the Contact. This again takes time (about 15 minutes of game play, some of which is edited out), but it builds up to some memorable rolls and some dramatic and satisfying outcomes.
During planning, I had determined that the Chryxen Butterfly was in a rebellious state with respect to his “current” master, The Prime Herald, though this fact was not known to the players. With the successful Contact roll and some nice role-playing on the part of the Sorcerers, the demon breaks free of The Prime Herald, and Balder then attempts to Bind the demon, In the fiction, this involves a gruesome and excruciating moments as the object demon fuses itself onto Balder’s skull. Normally, the sequence goes Contact ⇒ Summon ⇒ Bind. But since this was a case of an unbound, rebellious demon, we rolled the successes from the Contact directly into the Binding roll. There didn't seem to be any need to Summon a demon who was already there.
Balder ends up losing one of his Humanity checks, which was clearly making Aybars nervous. The session then ends with Nagimo and Balder trying to get the Chryxen Butterfly to reverse the soul entrapment afflicting Nagimo’s friend Zeki (start around 1:30:00). Eventually, the demon comes around to the idea, but notes that this type of reversal draws on necromantic forces--meaning, of course, that a human life is required. The two creatively decide to offer up the life of a former nemesis (the giant named Baseer) whom they knew to be at the complex. So the dark designs set in motion just continued to cascade!
The reversal of the soul entrapment was a puzzle for me: On the one hand it required a human sacrifice, which clearly risked a Humanity loss. But at the same time, the effect was one that was beneficent, restoring a human life (Zeki) to wholeness. In the end, I ordered Aybars/Balder to make two Humanity checks: One to see if he lost a point of Humanity for mercilessly sacrificing the giant Baseer; the other to see if he gained a point of Humanity for restoring Zeki’s soul. He succeeded in both rolls, meaning he ultimately gained a point of Humanity.
With that, the kickers were wrapped up. Nagimo had not only found his friend Zeki, but managed to have him healed. And Balder had achieved his drive for power . . . though I wonder how long it will take for him to wither in corruption like the previous Prime Herald.
As you can tell from this account, Balder had the spotlight in this session. Nagimo in fact had contemplated whether he even needed to travel to the Prime Herald to bring things to a satisfactory (or at least liveable) conclusion. Had the two Sorcerers decided on a secretive operation when they landed , then Nagimo’s superior physical abilities would no doubt have come into play. Thinking about the sessions as a whole, I believe Nagimo commanded a number of key spotlight moments throughout. Still, given that we knew this was driving towards a concluding moment, I would have liked to have found some way to give Rod more of a closing aria. It may be some consolation that Nagimo clearly has more potential as an enduring character in an ongoing saga.
We have a short session debrief at the end, which will provide some insights from Rod and Aybars. I invite them or anyone else interested to offer additional commentary here. We decided to set the game aside, though as I noted to them, it still lies ready in the dock, and I look forward to continuing to develop the setting if others are interested in trudging through the sodden lands of Snia Mer.
I’m itching to take another dive into Sorcerer. Given the frightening COVID-19 pandemic, I’m mulling over Jared Sorenson’s Schism (which is aptly subtitled “A Virulent Setting for Sorcerer”) as a timely supplement in these dark days.
A blog about games, teaching, and miscellaneous musings. I write about game design, game projects, playtests, actual play experiences, and about teaching. I'm especially interested in how games can be used in to enrich learning, encourage students, and spark creativity.
Showing posts with label Sorcerer. Show all posts
Showing posts with label Sorcerer. Show all posts
Friday, March 27, 2020
Thursday, March 19, 2020
Teaching Role-Playing Games, Part 3: The Debrief
I’ve wrapped up my unit on tabletop role-playing games, so I’ve been taking stock and reflecting on our triumphs and our struggles.
For those coming new to this discussion, I’d suggest taking a quick look at Parts 1 and 2. The brief synopsis is that I took a three-week period of my AP English Language and Composition class and segmented it into the following:
- a few days to introduce tabletop role-playing games as a form of ergodic literature and medium of communication;
- a few days for students to decide upon a role-playing game, read the rules, create characters, and prepare to play;
- a full week of class devoted to playing the selected games;
- a few days to hear presentations and to write actual play analyses.
RPG Rulebooks and Critical Reading
This brings me to one of the many values of the rpg unit: There is a special form of reading entailed in synthesizing a rulebook and implementing it at the table. This type of reading is not one that students have had much exposure to, yet it provides vital training. An rpg rulebook is analogous to a manual or how-to guide, but, for many reasons, the level of complexity is multiplied. The social dynamic at the rpg table is fluid and unpredictable. Apart from understanding the basic mechanics of a game system, one has to interpret results within the fiction. Situations emerge which rules may not have fully anticipated. One could go on.
Many of my students found that their critical reading skills were initially coming up short. They misinterpreted key mechanics; they overlooked a crucial bit of text; they had disagreements as to the meaning of a sentence in the rulebook. One of the great payoffs of the rpg is that I was often not the one pointing out the students’ errant ways. Instead, the game itself made things apparent to the students. A question came up at the table, and it was clear that the rulebook held the answer. Students needed to reread and evaluate sections of the book that they had not adequately synthesized. Some of my time with students inevitably involved closely reading sections of the books with them to puzzle out vital instructions. Students quickly realized that these games were serious about procedures, mechanics, and admonitions.
Games as Punishing Teachers
And there was another way in which games themselves chided lax players. In more traditional rpgs where there is a risk of player characters encountering harm, imprecise reading or inattention to situations can have deadly results. The most dramatic instance of this lesson occurred with one group playing Legendary Lives. The game ended up in a dramatic Total Party Kill when the characters went up against the boss monster (in this case, a powerful necromancer). When I sat down with the students to assess the game afterwards, I asked them about that tragic final scene. Had their characters tried to use some of their key abilities? Did they consider more strategic approaches? Could they have accomplished their goal without a direct assault?
As we processed things, lightbulbs were popping. It dawned on the students that there were a host of abilities which had lain fallow because they had not read the rulebook with a sufficiently analytical eye. In addition, they had taken a more simple and blunt approach to the situation at the table instead of opting for more nuanced tactics. When the group delivered its actual play report on the game, they demonstrated a lucid understanding of the mechanics and rich resources, and it was evident that much of their insight was a result of the war wounds inflicted by the game.
The Fun of Self-Imposed Challenges
I was impressed by the students who stepped up to take on the GM roles, and I offered them footholds. In the case of Legendary Lives (a fantasy heartbreaker from the 90’s) and Swords and Wizardry (a reskinned version of the original Dungeons and Dragons), I showed the GMs some prewritten scenarios to help with the preparation. And in the case of the groups running Inspectres (a comic horror game of paranormal investigation) and Sorcerer, I suggested setting the game in Central Florida and using actual locations around town. Finally, in the case of The Princes’ Kingdom, I had the fledgling GM start by adapting the example provided in the rulebook for the first adventure.
Some of the groups opted to play GM-Less games: The Quiet Year, Shooting the Moon, and Follow. For these groups, one of the major hurdles involved framing scenes and latching onto the role-playing. Some scaffolding work and demonstrations on my part helped them.
I also stressed to students the fun of making things hard on themselves. A Quiet Year, for example, directs the players to grab contempt tokens in situations where they don’t feel like their opinions are respected or when a decision is made which cuts against what they believe to be the best course. Those groups which consciously worked to employ this mechanic ended up with more dramatic and satisfying narratives. This involved players deciding to start up more edgy, controversial projects, and it involved other players being willing to demonstrate their displeasure.
This lesson was one that carried over to the GM games. Good stories involve conflicts and challenges, and if you are effortlessly successful throughout a game, it won’t take long for the game to become predictably boring. In introducing the unit to the students, I had stressed the elements of emergence and creativity, and for most students, those ideas stuck like super glue. In watching them play and in hearing them speak about their games, an ever-present theme was the thrill of experiencing unexpected turns. Even the GMs were quick to latch onto the idea that it was exciting to let go of any predetermined ideas about where the narratives would take them.
With different games running throughout the day, I was exhausted when the school day ended. I had thought of taking a more focused route and requiring all students to play the same game during the week. This certainly would have made my job easier, and it would have allowed me to work through hurdles more efficiently and smoothly. But that’s not what a 21st century teacher needs to do. Much was gained when students had to deal with glitches and the challenges at the table, and taking stock of their frustrations and mistakes required them to solve most of the puzzles on their own.
Time Management
The games ran at different speeds, and this is one area which I will be more prepared next year. Groups playing The Quiet Year were off and running while those playing Sorcerer and Legendary Lives were immersed in character creation. Generally, those playing GM-less games had finished before the last day of play, so I gave them a choice of either running another round of the same game or taking a look at a new one. Meanwhile, some groups playing the GM games had to find provisional stopping places at the end of the week and were wishing that they had more time to continue.
I don’t know that there is a tidy solution for those latter groups . . . save to let them know that nothing is stopping them from continuing to play! But next year, I’m going to offer some of the GM-less games in bundled pairs with the idea that those groups will try to complete two games and then compare them.
Going Deep
I was pleased with the depth of play involved. Players encountered situations in the games which required teamwork and self-sacrifice. They became alert to the way that decisions impacted the direction of the narrative and influenced the behavior of other characters. They were making discoveries about the dynamic inner workings of genres and settings. And there were cases where weighty moral decisions were debated.
Special mention goes to Sorcerer. I had mulled over whether to offer the game at all. Ron Edwards specifically categorizes his game as R-rated, “not because there are pictures with nipples on them or taboo vocabulary, but because it can lead to stories that are not nice.” I was intrigued that two groups opted for the game—despite, or maybe because of, my warnings that the game was serious when it titled itself “An Intense Roleplaying Game.” But those groups were committed and ended up playing games that took the game’s core trait of Humanity to heart.
In their debriefing, one Sorcerer group talked about the value of using the safety mechanic of lines and veils when the GM was trying to stress the true violence suffered by a victim of assault. And I overheard the player of the other Sorcerer group making an agonizing decision of whether to have his character venture out from a safe shelter because he knew that, if he did so, his humanity would be at risk. This confirmed to me that those groups had latched onto the spirit of the game. At the end of the week, those students were bubbling with memories of the fraught bargains they had made with their demons.
Which reminds me . . . safety was directly discussed at the start of the unit, with the concept of lines and veils taking center stage. While most games did not enter danger zones, the Sorcerer games did, and since lines and veils were already on the table, those groups had the resources to play hard because everyone knew that there were tools in place to ensure that the games remained safe.
The Wrap Up
After devoting a full week to actual play, the groups followed up with presentations where they introduced the games to the class. Without prompting, most latched onto the idea that actual demonstrations of mechanics, scene framings, and role-playing would be key. For example, a group playing Legendary Lives set up a situation where characters from the game might be trying to persuade me to change a test day. This, of course, involved rolling the dice, and interpreting that result according to the game’s resolution chart. The group playing The Princes’ Kingdom pulled out one of the conflicts of their game and replayed it in front of class using the “call and raise” dice mechanic.
Groups went on to analyze the games in terms of actual play. They discussed areas of challenge and tension—the ways they struggled with mechanics, the social dynamic of the players, aspects of play that were engaging and those that were less so.
The final assignment was a targeted individual written report. One stipulation was that the group members had to be sure that they were covering their game without retreading territory. But groups had great leeway in choosing how they wanted to cut up their pie and what topics to explore. Some of the students went into a nuts-and-bolts analysis of “system matters,” some investigated aspects of the social dynamic at their table, and still others talked about how their game fit into the English curriculum.
To provide a couple examples, here were some of my suggestions for the reports:
RPGs and SEL. Role-playing games are unique in their ability to nurture self-awareness, self-control, interpersonal skills, responsible decision making, and social awareness. These are all qualities that are sometimes grouped under the umbrella of “social and emotional learning” (SEL). Many teachers see SEL as a key (but often overlooked) field of education. Discuss your game in terms of these qualities. You might consider both the content of your game as well as the experience at the table.
Emergence and Collaboration. To what extent did the game result in a collaborative experience? What were the different roles that the players adopted at the table? To what extent did the fiction emerge organically or spontaneously at the table? Were there moments when you were surprised by a turn of events in the game? If so, what were they? What led to those moments?
Reading the Sitch
There’s no question that I will teach this unit next year, but there will be changes in store. In the midst of the unit, I was exposed to MASKS: A New Generation, for example, which gives me a Powered-by-the-Apocalypse game ideal for the high school setting. And I have a better handle on how I can more effectively advice novice gamers about specific mechanics and strategies.
I’m eager to hear reactions to this work-in-progress. I feel like I’m venturing into a largely unexplored frontier. With their focus on creating fiction and developing narratives, tabletop role-playing games clearly belong in the realm of English, but it’s a medium that is not being taught, so we are blazing new trails. If anyone wants to contribute or join me in the venture, I invite you to enter into the conversation.
Sunday, March 1, 2020
Convention Report: Dreamation 2020
Things are going full tilt for me on the gaming front. So much so, that it’s hard for me to find a moment to devote the amount of reflection and processing that my experiences warrant. But I’m going to do my best to carve out the time.
Today’s post is devoted to Dreamation 2020 which I attended on February 20-23. But before we get there, here are some of the other activities I’ve been up to.
- I completed a 4-game series of the game Mothership with the Gauntlet online RPG community. The game was run by Jason Zanes who did a great job. This was my first encounter with Mothership which takes an OSR-style sensibility and applies it to a sci fi setting. The game has much to offer. The design of the character sheet is innovative, and it takes the player through the generation process through some of its layout features. The stress and panic features are also effective in ramping up the suspense over the course of the session. What I most enjoyed about the actual play is that I had the crappiest character statistics-wise at the table. I was a Marine who commanded the squad of the other PCs, but when situations demanded the dice to come out, I was in big trouble. This ended up being so much fun, as it forced me to be creative in my approach and to lean in heavily on the role playing.
- I finished an 8-session run of Sorcerer and Sword with Rod (from Texas) and Aybars (from Istanbul). More on this (hopefully) in a future post. At this stage, however, I’d say that I enjoyed my first foray into this supplement of Sorcerer. It was a challenging and intense experience, but very satisfying. Sorcerer is my jam, in part because it puts such a burden on the GM and players to make the game their own.
- I have started a series of Over the Edge being played by my daughter and some of her high school chums who were also active members of the game club when at my school. They are all now freshmen in college, but scattered across the east coast, so this is giving them an opportunity to have a regular weekly get-together online. I’ll also write up more on my experience with the game. I’m using the rules of the original edition (the WARP system), and I’d like to put together my thoughts about that and why I opted not to go with the most recent version.
- My maiden voyage teaching RPGs in the English classroom is nearing its end. Students played games last week, and this week they will be delivering their actual play reports to the class. So more on this will be upcoming.
- In a couple weeks, I’ll be doing a workshop of sorts for the Lausanne Learning’s Dare to Design Conference. This will involve running a brief fishbowl of my classroom Beowulf game followed by some reflections on game based learning.
- In March, I’ll be playing Bluebeard’s Bride with the Gauntlet. This will be my first foray into this game of supernatural horror in a fairy tale setting.
- I’m going to be attending the Serious Play Conference in June. They have a track for K-12 teachers in addition to a track for instructional design.
Now, onto Dreamation 2020.
Save for a small game convention I attended back in high school, this was my first gaming convention. And it almost didn’t happen. I had initially thought of going to Metatopia, but that event conflicted with another teacher conference. I had started to resign myself to either going to a gaming convention in the summer or not going at all. But a member of the Gauntlet recommended Dreamation on the strength of its indie RPG game offerrings. And it did not disappoint.
Some highlights:
I had the chance to play a two-session series of MASKS: A New generation by Brendan Conway. This is a game of young, up-and-coming superheroes who are trying to figure out who they are in a world populated by villains and by a clamor of people telling them who they should be. This is a “Powered by the Apocalypse” game, and it is quite well conceived. I was so taken with the experience, that I bought a copy of the rulebook, which impressed me even more: In a world where games are getting pumped out at a feverish pitch, it is refreshing to come across a game which is so beautifully and clearly written. With great economy, the book catches the tone of the genre. Restraint and wisdom are evident on every page: Conway gives you enough to work with, but he also leaves enough unsaid so that the players and GM can make the game their own.
In my game, I took the playbook of “The Doomed” and came up with a character concept based roughly on Robert E. Howard’s Solomon Kane, but a much younger and more naive version of the Puritan swordsman. This character is more suited to a long term game: One of the key aspects of “The Doomed” is that they have a Doom Track which is designed to fill up over long term play. But I had a fun time challenging myself to push that Doom Track along at a more feverish pitch.
I have been on the lookout for a PBtA game which would be appropriate in a high school play setting. Apocalypse World would be fun to try, but it features the “sex move” as does Avery Alder’s Monsterhearts, so I have sidestepped those games with the high school students in the game club I sponsor. I have not yet had a chance to look at the new “Burned Over” hack that the Bakers have produced with the specific eye towards making the game appropriate for a teenage audience. Even if that works, however, I’ll need to use the corebook, so I’m still up in the air on the Burned Over option. MASKS, however, is already PG in terms of presentation, but it’s quite flexible in terms of how deep and gritty it can go. There is plenty of room to take things in a more serious direction. In the game we played at Dreamation, I leaned heavily into the grim and violent religiosity of my character. And the game ended with a heroic and suicidal move as one of the characters took out the big bad by grabbing them and leaping out of a helicopter. No parachutes were involved, so the end result was bleak.
MASKS gives the characters a load of cool and flexible “moves,” which is obviously vital for a superhero game. But I was more impressed by some of the other mechanics that add heft to the roleplaying side. For example, there is a thoughtful and nuanced mechanic involving influence, and this gets the players to think about how their characters are motivated by the pressures placed on them by others.
I also like the way that statistics slide in the course of the game: With MASKS, you might gain a point in one area, but that is likely going to involve the loss of a point in another area. For example, I might gain a point in “Freakiness” but that will likely mean a loss in another area such as “Mundanity.” This exchange will bring advantages with some rolls and disadvantages with others, which is cool especially in light of the youthful malleability of the superheroes.
The end result: I’m going to be working to bring MASKS to the table in the game club in the near future.
The MASKS sessions would in and of themselves would have made the trip to Morristown, NJ, worth it. But there were more treasures.
I was able to participate in a 4-hour workshop led by Chris and Heather O’Neill of 9th Level Games. Chris has refined an rpg resolution mechanic which he refers to as the Polymorph System. The system is both elegant and adaptable, so he can use it as the engine for role-playing game ideas invented on the spot.
So, within four hours, the eight of us in the workshop
- brainstormed a new RPG gaming idea,
- adapted the Polymorph System to accommodate the idea,
- playtested the game,
- revised the game in light of our experiences.
During the playtesting, Chris and Heather worked on the computer to get our ideas onto a document, and each of the participants left the workshop with a hard copy zine of the game.
Chris and Heather possess a treasure trove of clarity and enthusiasm. They clearly are passionate about game design, and they are able to articulate their ideas to a new audience. If you have a chance to talk to them or to attend a workshop or session led by them, take the opportunity.
Before leaving for the airport on the final day of Dreamation 2020, I played Mars 244, which was an adaptation of Montsegeur 1244. This is a story game by Rachel E.S. Walton (who facilitate our session), with a set of defined procedures to set up characters, frame scenes, and play out the narrative. The tone of the game is tragic and intense, and boy did it deliver! With this type of game, you need to have a table of committed players, which we did. As a result, the game sang. There were grim scenes, sad scenes, and dashes of dark humor. I don’t usually cry at the gaming table, but there were some moments at the gaming table.
I’ll hopefully return to Dreamation. For me, it’s a great size for a conference--big enough to offer many games, but small enough to be manageable. And I love the commitment to indie and small press games.
One piece of advice: If you plan to go to Dreamation, pre-register for the conference and take note of when you can sign up for individual games. Then, get online and e-mail your choices as soon as the game sign-up opens. Be sure to fill in second and third options for each slot. I thought I was plenty quick in doing this, but I didn’t make it into any of my options, and so I had to scramble at the event to make it into games. As you can tell, however, this might have been a blessing in disguise. I played in some deeply satisfying sessions which I would have missed had I been assigned to my first choices.
Sunday, January 19, 2020
Sorcerer and Sword: The Sodden Lands of Snia Mer, Session Two
Click here to see the actual play video of session two of my “Sodden Lands of Snia Mer” campaign.
A few comments:
I often consider myself a “slow burn” type—I’m a GM who enjoys the gradual build-ups. But I often worry how this will come across to my players, who might be interested in a more pulse-pounding pacing. As I was editing this video, there are some signs of payoff to my slow burn approach:
The start of the session involves the two sorcerers meeting up on the destroyed village of Tainu. After some Q and A, the two settle in for the night, but Nagimo wakes up to find that his NPC companion has gone missing, and he makes a search, which leads him to his hireling Skintu and a discovery that there is some strange presence on the island. There is plenty of mystery that is mounting here, but it is a slowly rising arc. If you are looking for an actual play session to be the same as a rapid fire, Hollywood movie, you will be disappointed.
But then, leap to half way through the video—to the part carrying the subtitle “Demon Contact.” The other sorcerer, Balder, has joined Nagimo to get to the bottom of what lured Skintu onto the island in the middle of the night, and this leads to a decision to attempt a Contact ritual. The ritual succeeds (at the price of Humanity loss), and there is a suitably creepy exchange between the sorcerers and a “Sentinel Demon” named Asmund.
I notice a number of things clicking in the scene. When the demon calls his refrain, “Come closer,” there is some genuine, unsettled laughter around the table: All of us realized that this was a scene that was dripping with consequence, but we also didn’t know exactly where the fiction was going to break, so this resulted in some pregnant, high-level suspense. The scene also had some duration, and the nervous energy was sustained for the length. This energy wouldn’t have been possible without the slow build. Nor would it have been possible if I had scripted a narrative in advance. Part of what made it all work was the perceived sense that the outcome depended on what the sorcerers were deciding (and upon the outcome of some key dice rolls).
The sorcerers ultimately acceded to caution and opted not to push a confrontation with the demon. I think some GMs might have been disappointed with that direction, but I was delighted. The fact that they didn’t force a conflict with Asmund means that there is a powerful chord of mystery and tension playing in the background. Of course, I would have been happy to play along with other decisions as well, but I’m relishing the rich suspense created by that unresolved encounter.
At the close of the session, the sorcerers run across a hybrid monstrosity—a combination crocodile and bear—and you’ll see us working through the combat mechanics. It was an exciting encounter, though I’m also working hard to keep faithful to the mechanics. Here again, some might fault me for slowing down the pace to get the rules right. But for the fans of the slow burn, there are continued payoffs, such as one roll where Nagimo and the “Beardile” monstrosity match their highest three dice, so Nagimo finally gets a victory on his fourth highest die.
Due to schedules, we skipped this past Friday, but session three is lined up for this week. The sorcerers are landing at the garrison of Muskcross Grange, and it’s quite possible that at least one of the kickers will be resolved. Nagimo has heard that one of his tribe is working at the garrison for the enemy, and he is determined to find out what’s up with that apparent act of double-cross. Will he discover the truth behind his friend? And if so, where will that lead him? I don’t know, but I’m eager to find out.
A few comments:
I often consider myself a “slow burn” type—I’m a GM who enjoys the gradual build-ups. But I often worry how this will come across to my players, who might be interested in a more pulse-pounding pacing. As I was editing this video, there are some signs of payoff to my slow burn approach:
The start of the session involves the two sorcerers meeting up on the destroyed village of Tainu. After some Q and A, the two settle in for the night, but Nagimo wakes up to find that his NPC companion has gone missing, and he makes a search, which leads him to his hireling Skintu and a discovery that there is some strange presence on the island. There is plenty of mystery that is mounting here, but it is a slowly rising arc. If you are looking for an actual play session to be the same as a rapid fire, Hollywood movie, you will be disappointed.
But then, leap to half way through the video—to the part carrying the subtitle “Demon Contact.” The other sorcerer, Balder, has joined Nagimo to get to the bottom of what lured Skintu onto the island in the middle of the night, and this leads to a decision to attempt a Contact ritual. The ritual succeeds (at the price of Humanity loss), and there is a suitably creepy exchange between the sorcerers and a “Sentinel Demon” named Asmund.
I notice a number of things clicking in the scene. When the demon calls his refrain, “Come closer,” there is some genuine, unsettled laughter around the table: All of us realized that this was a scene that was dripping with consequence, but we also didn’t know exactly where the fiction was going to break, so this resulted in some pregnant, high-level suspense. The scene also had some duration, and the nervous energy was sustained for the length. This energy wouldn’t have been possible without the slow build. Nor would it have been possible if I had scripted a narrative in advance. Part of what made it all work was the perceived sense that the outcome depended on what the sorcerers were deciding (and upon the outcome of some key dice rolls).
The sorcerers ultimately acceded to caution and opted not to push a confrontation with the demon. I think some GMs might have been disappointed with that direction, but I was delighted. The fact that they didn’t force a conflict with Asmund means that there is a powerful chord of mystery and tension playing in the background. Of course, I would have been happy to play along with other decisions as well, but I’m relishing the rich suspense created by that unresolved encounter.
At the close of the session, the sorcerers run across a hybrid monstrosity—a combination crocodile and bear—and you’ll see us working through the combat mechanics. It was an exciting encounter, though I’m also working hard to keep faithful to the mechanics. Here again, some might fault me for slowing down the pace to get the rules right. But for the fans of the slow burn, there are continued payoffs, such as one roll where Nagimo and the “Beardile” monstrosity match their highest three dice, so Nagimo finally gets a victory on his fourth highest die.
Due to schedules, we skipped this past Friday, but session three is lined up for this week. The sorcerers are landing at the garrison of Muskcross Grange, and it’s quite possible that at least one of the kickers will be resolved. Nagimo has heard that one of his tribe is working at the garrison for the enemy, and he is determined to find out what’s up with that apparent act of double-cross. Will he discover the truth behind his friend? And if so, where will that lead him? I don’t know, but I’m eager to find out.
Putting the Gaming Irons in the Fire in 2020
January is the month when, like its titular god, we look forward and look back.
2019 was an active year on the gaming table. A few highlights:
So what’s up for 2020?
I’m still going to be active on the Gauntlet, but I’ve decided that the long form is where it’s at with rpgs. So I’m working on building some groups which might be willing to carry a game forward without setting a specific number of sessions at the outset.
Currently, I’ve started a Sorcerer and Sword campaign which has some legs: It’s set in a world where vast areas are swamp land, and the two players came up with kickers and pasts that opened the way to some compelling scenario building. That game has also sparked a renewed interest in the kind of no-holds-barred sword and sorcery genre that enthralled me in high school. I’m now reading Wagner’s Kane stories, and I plan to continue to delve into the literature and to bring that spirit to my games.
I’ve also started an Over the Edge campaign. Stay tuned for more thoughts about this groundbreaking game from the 90s. I’ve been looking at the most recent 3rd edition which came out in 2019, but I opted to go with the WaRP system and materials of the first two. I’ll let you know more about my reasons for that. This campaign is rather unique in the makeup of its players. My daughter graduated from high school last year, and the gaming group that she participated in has moved to various schools. I volunteered to run a game for her and her friends via video call, and four of them were enthusiastic. We did some character creation yesterday, and we’ll be landing in Al Amarja on the first of February!
I bought a new “gaming laptop” with some Christmas funds, and I’m using it to edit some actual play videos. So I’m hoping to stay active on that front. If you are interested in Sorcerer and Sword or Over the Edge, you will probably see some postings in the coming months with links to my videos.
I’m hoping to present my Beowulf game at the Lausanne learning institute, and I’m also applying for a fellowship grant from FCIS which would assist in my educational gaming initiative. If I get that grant, it might lead to a full-on teacher workshop that would bring in some select game designers to help teachers reflect upon bringing games into the classroom.
Accompanying this presence in the educator arena, I'm going to be making some steps into full-fledged gaming conventions. Next month, for example, I'll be travelling to New Jersey to attend Dreamation 2020.
One last item: I’m moving forward on teaching ttrpgs as a medium of communication and an art form. In February, I have played a 3-week unit devoted to the topic. The centerpiece of the unit will involve students playing games in small groups and then reporting upon those experiences to the class.
Those are just a few of the gaming irons that I have in the fire. It promises to be a thrilling and satisfying year. I’ll continue to post here to keep you abreast of the developments!
2019 was an active year on the gaming table. A few highlights:
- I rolled out a playtest of Becoming Beowulf, my original classroom game about Anglo-Saxon culture. The game relies on resource management, strategizing, and roleplaying, and, while it had a few glitches (which I’m working out), it was quite successful.
- I played many new games, largely due to the Gauntlet, an online gaming community.
- The gaming club I sponsor at school has kicked it into high gear. Free moments during the school day saw an army of kids in my classroom relaxing, socializing, and playing games.
- I led a presentation titled “Beyond Gamification” at the FCIS (Florida Council of Independent Schools) annual convention. That talk discussed ways of hacking and designing games for the school environment, and it used numerous examples of specific games that I have modified and created.
- Our Legendary Lives group completed an amazing 18-session campaign. That was an immensely satisfying and thought provoking experience. The game is a so-called “Fantasy Heartbreaker,” and it remains a rich, complex game. The major weak spot in the rulebook is a lack of awareness of how to turn the game into a campaign, but Ross, our GM, was brave in facing the challenge, and in the process, he showed me much about GM strategies that have impacted my own approach.
- I remained active on Ron Edwards’ Adept Play website. My sense is that twitter remains one of the go-to places for gamers to discuss the hobby. Despite years of tinkering with twitter, I’ve come to the conclusion that that “short form” format is not conducive to the kind of probing, non-posturing discussions I most enjoy. Adept Play is a place which fulfills many of my needs for provocative, informed discussion of games.
So what’s up for 2020?
I’m still going to be active on the Gauntlet, but I’ve decided that the long form is where it’s at with rpgs. So I’m working on building some groups which might be willing to carry a game forward without setting a specific number of sessions at the outset.
Currently, I’ve started a Sorcerer and Sword campaign which has some legs: It’s set in a world where vast areas are swamp land, and the two players came up with kickers and pasts that opened the way to some compelling scenario building. That game has also sparked a renewed interest in the kind of no-holds-barred sword and sorcery genre that enthralled me in high school. I’m now reading Wagner’s Kane stories, and I plan to continue to delve into the literature and to bring that spirit to my games.
I’ve also started an Over the Edge campaign. Stay tuned for more thoughts about this groundbreaking game from the 90s. I’ve been looking at the most recent 3rd edition which came out in 2019, but I opted to go with the WaRP system and materials of the first two. I’ll let you know more about my reasons for that. This campaign is rather unique in the makeup of its players. My daughter graduated from high school last year, and the gaming group that she participated in has moved to various schools. I volunteered to run a game for her and her friends via video call, and four of them were enthusiastic. We did some character creation yesterday, and we’ll be landing in Al Amarja on the first of February!
I bought a new “gaming laptop” with some Christmas funds, and I’m using it to edit some actual play videos. So I’m hoping to stay active on that front. If you are interested in Sorcerer and Sword or Over the Edge, you will probably see some postings in the coming months with links to my videos.
I’m hoping to present my Beowulf game at the Lausanne learning institute, and I’m also applying for a fellowship grant from FCIS which would assist in my educational gaming initiative. If I get that grant, it might lead to a full-on teacher workshop that would bring in some select game designers to help teachers reflect upon bringing games into the classroom.
Accompanying this presence in the educator arena, I'm going to be making some steps into full-fledged gaming conventions. Next month, for example, I'll be travelling to New Jersey to attend Dreamation 2020.
One last item: I’m moving forward on teaching ttrpgs as a medium of communication and an art form. In February, I have played a 3-week unit devoted to the topic. The centerpiece of the unit will involve students playing games in small groups and then reporting upon those experiences to the class.
Those are just a few of the gaming irons that I have in the fire. It promises to be a thrilling and satisfying year. I’ll continue to post here to keep you abreast of the developments!
Sunday, January 5, 2020
The Sodden Lands of Snia Mer: Session One
We held our first session of “The Sodden Lands of Snia Mer,” which is using Ron Edwards “Sorcerer and Sword” setting for his game Sorcerer. If you want to see the video, click here. I should note that this session comes on the heels of a one-page setting sketch and a 2-hour “Session Zero” where the players created their characters and started to fill in the setting.
Sorcerer is a game that favors small groups: 2-3 players with a GM is, in my mind, the ideal size. You’ll see me open the session by letting the players know that there was no expectation that they wind up with each other. They had established during character creation that they lived in the same proximity and had an acquaintance with each other. The players also imagined characters that had some experiences in common: Most importantly, both have experienced devastation at the hands of the Ado Empire. But I emphasized that this didn’t need to a “party adventure game.”
At the same time, the characters they created had kickers that were begging for some interweaving. Here, in brief, are the kickers:
I won’t provide too many spoilers here, but there was plenty for me to work with as I prepared for the opening session, and I wasn’t holding back on the opportunity to create some points of contact between the kickers.
A few items of note for this particular session:
First, with the demise of Hangouts On-Air, I have been trying to get back into the recording of some actual play. So I used some Christmas gift funds to purchase a modest “gaming computer,” loaded up OBS (a free, open-source video recording program), and learned how to use Microsoft’s Video Editor (which came already provided to me via Microsoft Windows). I’ve had some bumps and blips. My computer apparently has two video cards, which initially confused OBS. And I forgot to hit “Record” during our session zero. But I managed to get everything working for Session One, and I love the fact that I can now take out some distracting interruptions and add some text notes (which I wasn’t able to do when using Hangouts On-Air).
My goal is humble: I’m not looking for a slick, professional video production, but I’d like a video that shows a GM and some players in the trenches and working hard at playing a challenging ttrpg. In this particular project, I’d like the videos to give interested parties a sense of how “Sorcerer and Sword” operates. If it also sparks some discussion of techniques at the table, so much the better. I’m open to suggestions that will help me with this new chapter in putting together some solid actual play material.
For Session One, the spotlight is the kickers. Both players had provided me with the key crisis or concern which was troubling their characters, and instead of putting the kickers in the past, I brought them vividly into the present. So the kickers really get some meat (and intrigue) added to them as we play. The Sorcerer Chart--which helps to spotlight relationships between elements of kickers, price, lore, and past/cover--was a key part of my prep, and the play benefited from attending to those elements. If you decide to play Sorcerer, don't neglect that chart! And I would say that that chart can be adapted and repurposed for other games. It will give you a good way of taking elements provided by your players and weaving them into situations that will propel their characters.
This was, in my mind, an instructive “Session One” of Sorcerer. The players are working to flesh out the nature of their demons, some intriguing NPCs are shifting about in the shadows, there is some good scaffolding work done in terms of the resolution mechanics, and Balder opted to seek out Nagimo (as a result of a vision), so it seems like the two protagonists will be joining forces during r the immediate future.
One item that I feel I nailed well was the handling of failures on rolls. For example, at about the 1:05 mark, you will see Balder using his demon to pick up some potential weak spots in a prison. After a failed Perception, I allowed Balder to draw some conclusions, but that action also triggered some mockery from a couple guards who happened to see Balder doing his surveillance (with the use of a demonic ability). Ozeman, Balder’s demon, has a need to be worshipped and adored, so obviously this mockery (brought about by the failed Perception roll) was a stinging blow that required some type of “saving face” action. That got us into a brief combat. Balder opted not to push things as far as he could, but there might be repercussions down the road, as Ozeman is still, no doubt, resentful, and the guards who have now encountered a Psychic Blast, might be passing on information to others.
Nagimo also failed when trying to hire out a fellow swamp dweller to join him on a bit of spy work. Instead of making this a whiff, I made the “hire” more costly. To achieve his goal of getting Skintu (the NPC) to join him, he had to offer the entire amount of coins provided by a scout named Masho as his payment, and he has also promised that, if successful, his “hireling” will share in the spoils.
Sorcerer is a game that favors small groups: 2-3 players with a GM is, in my mind, the ideal size. You’ll see me open the session by letting the players know that there was no expectation that they wind up with each other. They had established during character creation that they lived in the same proximity and had an acquaintance with each other. The players also imagined characters that had some experiences in common: Most importantly, both have experienced devastation at the hands of the Ado Empire. But I emphasized that this didn’t need to a “party adventure game.”
At the same time, the characters they created had kickers that were begging for some interweaving. Here, in brief, are the kickers:
- Nagimo, who has a parasite demon of a catfish spirit, hears that a member of his destroyed tribe might be alive and working for the enemy that brought desolation to his people.
- Balder, who has a very formidable object demon (a gem) fused to his chest, gets a vision of another object demon which could provide him even more formidable powers.
I won’t provide too many spoilers here, but there was plenty for me to work with as I prepared for the opening session, and I wasn’t holding back on the opportunity to create some points of contact between the kickers.
A few items of note for this particular session:
First, with the demise of Hangouts On-Air, I have been trying to get back into the recording of some actual play. So I used some Christmas gift funds to purchase a modest “gaming computer,” loaded up OBS (a free, open-source video recording program), and learned how to use Microsoft’s Video Editor (which came already provided to me via Microsoft Windows). I’ve had some bumps and blips. My computer apparently has two video cards, which initially confused OBS. And I forgot to hit “Record” during our session zero. But I managed to get everything working for Session One, and I love the fact that I can now take out some distracting interruptions and add some text notes (which I wasn’t able to do when using Hangouts On-Air).
My goal is humble: I’m not looking for a slick, professional video production, but I’d like a video that shows a GM and some players in the trenches and working hard at playing a challenging ttrpg. In this particular project, I’d like the videos to give interested parties a sense of how “Sorcerer and Sword” operates. If it also sparks some discussion of techniques at the table, so much the better. I’m open to suggestions that will help me with this new chapter in putting together some solid actual play material.
For Session One, the spotlight is the kickers. Both players had provided me with the key crisis or concern which was troubling their characters, and instead of putting the kickers in the past, I brought them vividly into the present. So the kickers really get some meat (and intrigue) added to them as we play. The Sorcerer Chart--which helps to spotlight relationships between elements of kickers, price, lore, and past/cover--was a key part of my prep, and the play benefited from attending to those elements. If you decide to play Sorcerer, don't neglect that chart! And I would say that that chart can be adapted and repurposed for other games. It will give you a good way of taking elements provided by your players and weaving them into situations that will propel their characters.
This was, in my mind, an instructive “Session One” of Sorcerer. The players are working to flesh out the nature of their demons, some intriguing NPCs are shifting about in the shadows, there is some good scaffolding work done in terms of the resolution mechanics, and Balder opted to seek out Nagimo (as a result of a vision), so it seems like the two protagonists will be joining forces during r the immediate future.
One item that I feel I nailed well was the handling of failures on rolls. For example, at about the 1:05 mark, you will see Balder using his demon to pick up some potential weak spots in a prison. After a failed Perception, I allowed Balder to draw some conclusions, but that action also triggered some mockery from a couple guards who happened to see Balder doing his surveillance (with the use of a demonic ability). Ozeman, Balder’s demon, has a need to be worshipped and adored, so obviously this mockery (brought about by the failed Perception roll) was a stinging blow that required some type of “saving face” action. That got us into a brief combat. Balder opted not to push things as far as he could, but there might be repercussions down the road, as Ozeman is still, no doubt, resentful, and the guards who have now encountered a Psychic Blast, might be passing on information to others.
Nagimo also failed when trying to hire out a fellow swamp dweller to join him on a bit of spy work. Instead of making this a whiff, I made the “hire” more costly. To achieve his goal of getting Skintu (the NPC) to join him, he had to offer the entire amount of coins provided by a scout named Masho as his payment, and he has also promised that, if successful, his “hireling” will share in the spoils.
Tuesday, May 14, 2019
Get Behind Me, Satan: “Demons are Social Media Junkies,” The Final Sessions

My maiden run of Sorcerer came to an end late Monday night. This was Session 8 of the mini-campaign, which means we actually ran it for nine intense sessions if you include our session zero.
Here are links to the final sessions:
Session 7
The Finale
All of us were grateful that we made it. The three players were invested in the game, but hectic and shifting schedules being what they are, we were having difficulty maintaining our initial Saturday morning times, and we were scrambling to keep the group together and to get in one final session to conclude the game. That desire obviously put some added pressure on me as the GM, as I wanted to give the group a chance to get some issues resolved without forcing a narrative upon them.
How did the group fare in the finale?
By the end of the evening, our naive sorcerer (Dylan) was sufficiently unsettled by his demon’s (Korybantos) increasingly violent tendencies to attempt a banishment. The first attempt failed But after another sorcerer (Chuck) knocked down Dylan’s demon with a volley from his M-16 (growing up a military brat has its advantages), the entire group got into the effort and sent Korybantos packing. Dylan--who had decided that he wasn’t cut out for being a sorcerer--succeeded in his humanity gain check.
Meanwhile, the gun-wielding Chuck lost some humanity: He prided himself as a fighter, but actually shooting a person (or a demon passing as a person) was something different for him, and he was deeply unsettled by the encounter despite his rugged, stoic mindset.
Our third sorcerer (Shawn) faced a humanity check from a different source. In this case, it was the result of a successful use of Taint directed at a burned-out husk of an NPC sorcerer who was clinging onto the last thin thread of her humanity. When Shawn witnessed the humanity loss caused by the Taint, he was reminded of a similar effect that he had observed previously when he saw his demon Hop from one person to another. Shawn managed to pass the humanity check, but there was a heavy price to be paid. Awakened to the awesome and disturbing power of sorcery, he acknowledged the demonic abililites at his command and, with a burdened soul, took ownership of his identity as a sorcerer.
Every time a humanity roll came up in our session, the players knew that something of consequence had occurred, and those moments were dripping with dramatic and narrative import.
In terms of the kickers, Shawn and Dylan both achieved closure on theirs. Chuck’s kicker would have taken another session or two fully to resolve, but there was good development in that direction underway, and the player was satisfied with the story that unfolded. He was also pleased with the climactic confrontation with Korybantos and the key role Chuck played in knocking the demon down.
To be sure, a number of key narrative elements remained unexplored or undiscovered. For example, the characters never got to the bottom of the mysterious Stewart Barfield, an entertainment mogul who never appeared in the flesh, but who seemed to be involved in some malevolent enterprises on the dark web. Likewise, they never found out who was behind the threatening photos that featured members of Chuck’s household being stalked. The players commented on some of those loose strings, but they didn’t see this as a weakness of the game or of our play: They realized that it was up to them to deal with the bangs and strands as they deemed fit. If they left some of those elements to pursue on another day--and maybe simply decided not to pursue others--that was acceptable. Sorcerer is NOT a game filled with plot tokens that the characters must collect.
I was worried about the slowburn pacing and whether the players would keep up the engagement level. It turned out my fears were unfounded, and the more deliberate speed resulted in an experience that was complex, nuanced and deeply satisfying. The characters started the game on separate paths, as they were slow to realize the sorcerous identity of the others. This led to some delicious dramatic irony, and my players revelled in the way that Lore rolls to pick up on telltales almost always failed, which then gave the ironies even more tension and potency. Once the characters did recognize each other, there were some wonderful roleplay scenes where I was able to take a back seat and enjoy the interaction and dialogue of the characters. My group was made up of members of The Gauntlet, an online gaming community. But I deliberately ran the game off calendar so that we wouldn’t be forced into the standard four-session run. In the debriefing, all the players commented that the longer time frame and the fact that we weren’t forced into a predetermined number of sessions yielded a far more satisfying experience.
We typically had a week between sessions, but for the last one, two weeks had elapsed. This also created some concern for me. Back in the halcyon days of my youth, my gaming group would play on Friday nights, but the members talked to each other during the week, so we had no problem keeping the fire of interest burning strong between sessions. Despite being mostly incommunicado during the week, my Sorcerer group stayed strong, and one player in particular commented on the importance of breathing space between sessions. Yes, we did require some time to review facts and events from previous sessions, but it turns out that my players kept Sorcerer on their minds during the week, and they consistently re-entered the game with intense interest and thoughts that had been brewing.
We were all impressed by the way that the game accommodated very different types of characters, and how the demon-character relationships were also diverse. In the case of Shawn, for example, it wasn’t clear who was the master in the demon-human relationship. However, in the case of Chuck, there was a more symbiotic relationship that had developed. Chuck’s demon had a need to witness scenes of violence, and Chuck’s cover as a bouncer put him in a perfect position to keep his demon happy. Meanwhile, Dylan made choices that worked against his demon’s need, and this resulted in a transformation of that relationship that became increasingly menacing and disturbing for Dylan. This rich variety was aided by the fact that the characters initially were pursuing separate storylines that only gradually became woven together
There’s so much more to discuss. It took us awhile to get a handle of the dice roll mechanics and to understand the meaning of the core attributes. The Sorcerer system allows a great amount of flexibility. Humanity, for example, is the key attribute of the game, but its meaning is left up to the GM and players to define. Beyond that, each character will have a slightly different relationship to Humanity, and the way that Humanity can play into the mechanics and resolution of specific conflicts within the game can vary. This richness is also one of the features that makes the games so challenging. Demon abilities seem like spells, but there is great leeway in terms of how they can be imagined and implemented, and the possibility of linking abilities together means that they will look very different depending on who is using them. That all sounds great, but it means that everyone at the table must work hard to determine whether or not they are making a reasonable interpretation of the abilities, and they must be creative in how they implement the rules.
What’s in store for the future?
I have a few ideas.
- A solo Sorcerer adventure for training purposes would be an interesting and useful endeavor. Certainly, such a scenario would have to leave out some crucial aspects of the game that involve a conversation at the table. But such an adventure could take beginning players and GMs through a character and demon creation process and then lead them to varied conflicts to demonstrate how to think through the dice roll mechanics.
- I recently received a copy of The Skyrealms of Jorune by Andrew Leker, and my initial reaction is that the setting would lend itself to a reskin using the rules of Sorcerer (with some ideas taken from Sorcerer and Sword. I might propose this as a project to my high school gaming group. If that project has legs, I’ll keep you updated.
- I’d love to take another crack at a straight Sorcerer game. My “Demons are Social Media Junkies” ideas has potential for further development, and I’d love to run that concept with some implementation of social media into the game play. Maybe, for example, we set up a twitter or Facebook account and make periodic posts in between sessions.
- Finally I wouldn’t turn down the opportunity to lead or play in another campaign of Sorcerer centered around a new set of anchoring statements.
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