Showing posts with label character spotlight. Show all posts
Showing posts with label character spotlight. Show all posts

Sunday, April 5, 2020

Ludoverse Lab: The Pool by James V. West, Part 2

We wrapped up our sessions with The Pool with three returning players and one new addition. To watch the video of our session (with post-game debrief, click here.

We were able to get a taste of how the game’s advancement system works. In brief, after playing a session, the players get an additional 15 words that they can add to their character descriptions (or, if they want, they can bank those words to deploy them later). They also get 9 points in their “pool” which they can use in turn to add points to their bonus traits. As with all matters, the approach is streamlined and elegant.

This week, we were joined by Linnea, who is the creative director of a video game design company living in Sweden. It didn’t take long to get her up and running with the game. The fact that everything is grounded in those character descriptions made it easy for her to get quickly oriented.

This is, to say the least, a group that attacks the game from an array of perspectives. You have a college undergraduate majoring in English and psychology, a college professor specializing in philosophy and ethics, a high school government teacher, and me (a high school English teacher).

I decided this week to “go Memento” on the players by starting things off with the scene that would chronologically END our narrative and then work our way backward in time. The streamlined system of The Pool hummed with this approach. The trick is for the GM to begin by describing a scene that is happening in medias res and to weave in abundant specific details from the previous session and the character descriptions. But the special sauce is to leave things open. You don’t have to explain everything that’s going on: That’s for the game play to determine. You can also allow the players to insert the characters into the scene as they see fit.

I could explain things, but really the better course of action is to direct you to 6:45 of the video. There, you’ll see me framing things up and letting the mayhem rip. Role-playing games are best experienced from the players’ side, but even as an observer, you will quickly pick up on the energy and creativity that The Pool and this kind of hard scene framing generate. With one session under the belt, the players quickly lean into their character traits, and the resolution system works hand-in-hand with the weaving of the narrative tapestry.

As a GM, I felt like my main role was to keep the spotlight moving around. After establishing the crazy setting, my job is quite easy and loads of fun. I add a detail to the scene, ask one character what they are going to do, resolve a conflict, and then move onto another character. The elegant system gives the players just enough to work with, and the swinginess of the dice rolls adds to the fun.

I’d again point out how the failures end up inciting more creativity from both the players and the GM. This week, we see the players sometimes failing and opting to deliver a Monologue of Defeat instead of grabbing another die for their pool. And they are also much more quick and eager to take the reins when they are delivering their Monologues of Victory.

I was also happy to see characters volunteering dice from their pools to help their companions. One stipulation I made is that they had to explain what their character was doing to offer assistance within the fiction, and this became another way of moving the spotlight around and of enhancing the descriptive richness of the narrative.

If you have never tried running a role-playing game in reverse order, I urge you to try it out. The approach will allow your session to take off from the opening moment, and it will also challenge the creative thought process of your players. It also forces the mind to think about narrative organization in a more intense and deliberate manner. When you start to step back in time, everyone at the table has to think about how they are going to get the new scene to END where the previously played scene BEGAN. This gives the players and GM a focused objective to chew on as they consider their decisions since they need the action to move toward a determinate end point (which is also a beginning point).

We end the session with some reflections on the game and our experiences. The Pool remains a vibrant gem in 2020, and I encourage educators to study it. Weighing in at only 4-pages, it is like the superfruit of rpgs. I don’t think you could find a game that provides more bang in such a small package. You will find it readily adaptable to varied classroom contexts, and if you are looking for an easy way to introduce a group to role-playing games, The Pool is a perfect place to dive in.

Friday, March 27, 2020

Sorcerer and Sword: The Sodden Lands of Snia Mer, The Final Session

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.