Saturday, October 8, 2011

My Phone Is Smarter Than Me


I broke my old flip phone in half yesterday (arrgh!), and so today picked up an iPhone 3 (free when you sign up for the contract). I spent at least an hour at the Mac store making the sales rep explain the damn thing to me since I didn't have the faintest clue how to even turn in on-or-off.

Right now, I know enough to be utterly distracted by the thing in free moments of time. If I can figure out how to blog with it though, you folks might see more regular posts from me.

[at least now I can check my email 24/7...THAT's something]

Anyone know an app where I can just voice transcribe text? My fingers are a little fat for these keys.

Friday, October 7, 2011

Drunken Mutants

Thursday night (i.e. yesterday), we got a chance to play MDR, my latest-greatest RPG brainstorm, featuring a grim post-apocalyptic wilderness, hazardous danger, and cannibal mutants. In other words, the usual caffeine-inspired weirdness. Players included Josh, Randy, and Heron plus my brother’s buddy, Joel, who is a homeless alcoholic street musician. My brother was not present for the game.

Josh played “Out of Time” with me a couple weeks ago (the system upon which MDR is based), but the game was brand new for Randy and Heron, and…well, Joel says it’s been 10-15 years since he’s played ANY role-playing game and it’s unclear how much he retains from those days. I had to explain what my role as GM meant (he didn’t get why I wasn’t making a character myself).

However, I designed it to be interesting and playable and somewhat intuitive “out-o-the-box” and everyone seemed to grok the way to work it. Josh and Randy were quick to pick up on (and utilize) the creative interpretation of attributes, and Joel got the card-burning mechanic down pat. In fact, Joel ended the game having emptied his hand of cards, something I was kind of shooting for with all the players (emptying your hand generally being a sign that a lot of action is taking place and characters exerting themselves).

Much fun was had by all…a surprising amount, from my point of view. I was worried how the game would feel to be PLAYED. However, from the player’s seat, the dice-card interaction/mechanic appears to be an entertaining one.

The GM doesn’t feel that part of the game (hoarding/spending cards) as NPCs don’t have “cards,” only dice pools. On the other hand, not having to worry about NPC resources free up the GM’s time for other things…like managing the game and providing info to the players. Which feels simple, even as the mechanics of the game keep the players on their toes.

The players also said they liked how the mechanic allowed them to develop their character’s story or personality based on the way they use/spend cards. Or maybe they liked the idea/story of the game: mutants in the wasteland searching for acceptance and homes. I know I heard a couple comments directed at these aspects of the game, but I don’t remember the specifics (I’m still a little rummy from the lack of sleep…sorry!). Maybe the players will comment about this (*hint*hint*), but for now I am simply pleased that the players felt any kind of character/story developing out o play, since the adventure was mostly randomly generated and the action of what occurred was mainly on the players, and they made it neat.

Now there were some issues that still need to be tidied up. The endgame (yes, there is an objective to MDR) needs to be tightened up, as the players felt it a bit too much like “mandatory retirement” (my words, not theirs). If we were running an actual on-going saga instead of a one-off playtest this might have NOT been such an issue, but even in a real campaign there would be the (small) chance of being “retired” after 6-10 sessions, especially if the characters perform well. Perhaps complications (another game mechanic) can be “bought off” by spending Renown/status points, thus accomplishing two things at once: preventing negative consequences and keeping the characters wandering.

Oh, yeah, and armor rules. Ugh…that REALLY needs to be re-worked. I really like the idea of PCs being able to start with whatever piecemeal armor they want, but making characters harder to hit (a personal bias from my love affair with B/X) just didn’t work; combat was tough enough without that. I think I’m actually going to have to do some form of damage reduction (*shudder*) as the exploding damage dice can have HUGE impacts. Such an event is like piercing a vital organ…and shouldn’t armor be protecting those vulnerable spots?

Anyway, we had so much fun that we didn’t even get to Heron’s B/X game, something that I'm personally looking forward to; hopefully he can run it next week. That should give me enough time to file down the rough edges on MDR.

Oh, yes: I think it’s safe to say it WILL be back.
; )

“We’re the only Airship Pirates…”

Goth is sooo over.

Has been for decades; if you listen to my old buddy Matt, it was toast before it ever started reaching resurgence in the mid-90s. I don’t know; I was never a “Goth.” I went through my dark and angsty period quietly listening to metal music and writing tortured poetry and then I went to college and had a very happy life. So there.

By the time I started hitting some of the “dark and gothic” industrial dance clubs (private clubs only, please), I was old enough to be there legally and mainly Matt and I were there to dance and get our drunk on. And that was long AFTER I’d stopped running Vampire sagas (circa late 1996; about two to three years after my final VTM saga).

And hitting those places was a short run anyway. Matt went back to Austin, I carried my carousing to other venues, and eventually I cleaned up and grew up. Now, I’m no longer "just happy" but also "fairly well adjusted."

So, yeah…Abney Park.

A week ago I picked up a copy of a new RPG called Airship Pirates. Or rather, Abney Park’s Airship Pirates. This was last Friday, right after I’d written the bulk of my rant series on lazy RPG design and lack of objectives. Seeing this big, beautiful, high-concept book I had a pretty good idea this was exactly the kind of objective-less game that I had recently vilified…but I bought in anyway.

I have an airship fetish.

“Pirates” of course, are also gravy. I grew up in this little waterfront town called Seattle and we tend to like our nautical and pirate-themed stuff. Heck, that’s one of the draws of the Baranof for me. But just having “pirates” in an RPG isn’t enough for me to buy it; I’ve never purchased 7th Sea or Furry Pirates, for example.

But airships? I break for zeppelins. I nearly threw down a handful of hundreds for a 40 minute zeppelin tour when Airship Ventures brought their bird up to Sea-Town (I followed it on the ground with my car though)…and in Germany I was extremely close to booking a trip on one of their neuvo-zeps. I know I’ve written before that being an NFL coach would be my “dream job” (not that I have any ability to coach; I said “dream”), but actually it’s #3 on my list of fantasy careers:

#3 NFL Coach (assistant okay, but please be the Seahawks)
#2 Tony Stark, Iron Man
#1 Independent Airship Owner/Captain


I’m being perfectly serious. Have you seen the film Life Aquatic with Bill Murray? I want to be Steve Zissou in a zeppelin. If I ever win a lottery jackpot, I will pay off my house, my mom’s house, and set aside money for my kid’s college. If I ever win a multi-state mega-Lotto, I will invest in zeppelin flying lessons and try to purchase a small blimp.

So I dropped $50 on the RPG.

Airship Pirates is one of the most…well, shit, I don’t know what word to describe it. “Interesting” or “weird” or even “thought-provoking” are some of the phrases that come to mind…but NOT because of the setting, premise, or game system. The BOOK itself…the fact that it was even published…is tres bizarre.

Here’s why: the game…a neo-Victorian, post-apocalyptic, steampunk fantasy RPG with prehistoric animals…is based on the music and lyrics of the band Abney Park.

Who the hell is Abney Park? Well, apparently they are a local (Seattle) band that started up in 1997, around the same time that I was getting out of the music biz myself. Not that I was ever “in the biz;” singing a few one-offs with random bands can hardly even be called “dabbling,” though I had a moment or two. But I was never a huge supporter of the local live music scene (sorry) and anyway, and I stopped going to shows right around the time Abney appears to have been getting going. And even had I been a big show-goer (like my buddy, Steve-O) I’m not sure I would have ever seen Abney Park play, since they were originally a Goth band.

And one with a fairly strong endurance: I mean, they’re still going, almost 15 years later, and have put out nearly a dozen albums. And I’m sure that “marching technology progress” thing only makes it easier to stay in the music game, so long as you have some chops and a bit of a following. Hell, I’VE got a following and I’m just a hack blogger!

However (here’s the interesting part), a couple-few years back, Abney Park reinvented itself as a “steampunk concept band;” apparently, THE premier steampunk band if you buy the hype on the interweb stuff (I’m not really in a position to judge that kind of thing). What do I mean by that? Well, their songs have taken a turn to singing of their adventures as a band of airship pirates, time-travelling and screwing up historical continuity and creating a neo-Victorian, post-apocalyptic, fantasy world filled with prehistoric animals.

And then the band, fronted by Captain Robert Brown, worked in conjunction with the Cubicle 7 brits to put out a beautiful, slickly produced RPG book, giving folks the stuff to adventure in the imagination of this reinvented, premier steampunk, airship flying band called Abney Park.

Bizarre. I don’t know if Mark Rein-Hagen ever fronted a vampire-themed band (in the early days of White Wolf, the vampire musical group was a major suggestion for why PCs of different clans would hang together as a coterie), but I wouldn’t be too surprised based on the early themes and concepts in VTM. On the other hand, Rein-Hagen isn’t the first person to suggest the vampire music group…what about The Vampire Lestat? Or The Drac Pack for that matter?

However, if the band had come FIRST and then created an RPG based on the intellectual property of their own lyrics and stage show…well, then you’d have something similar to Abney Park’s Airship Pirates. And because the band is still going, it creates a new form of self-promotion: the band promotes the RPG, the RPG promotes the band…all at the same time!

That’s wild! I have never seen something like that before. Yes, I’ve seen D&D-inspired bands (Three Inches of Blood comes to mind)…but none that have a direct tie-in between their own unique music and their own unique RPG/setting. Is it genius? Or just crazy?

No doubt these folks are a little nuts…it takes a little crazy to do what they’re doing. But I believe, in a world where both independent RPG publishers and small-niche music acts have little potential to make a decent living, these folks have found a way to increase the income coming into the coffers without working as coffee baristas during the day. And that’s both unique (in my experience) and pretty cool.

[not totally unique, of course: Kiss promoted themselves through THEIR own fantasies by making movies, selling toys and comic books, etc. Abney Park has taken a page from that book]

As for the GAME itself: well, it’s not all that great in design terms. It bears a lot of similarities to White Wolf (as one might guess), using a Stat+Skill resolution, though rather than roll D10s and try to hit 7s, you’re rolling D6s and trying to hit 1s and 6s (and 6s “explode”). Most of the book is setting material…way, waaaay too much for my purposes. The thing reminds me of a Television Bible for the setting material. If I was tasking a group of authors with writing short stories based on the setting, I would give them each a copy of the RPG for reference and inspiration. As an RPG? It lacks focus and, yes, objectives.

On the other hand, it has a great premise for party creation: all characters are a crew aboard an airship. In all honesty, I was trying to brainstorm a very similar concept about 5 years ago, but couldn’t figure out how to make a dramatic enough RPG. Airship Pirates succeeds because it blows up the world and re-writes an alternative history in which airship pirates actually makes sense in the setting (a tyrannical government on the ground, heroic free cities in the air, neobedouins and dinosaurs wandering the wastelands). It’s neat and psychedelic and reads a bit like the backstory for certain editions of Magic the Gathering (without the magic)…but the game would require some serious editing on the part of the GM to make it work effectively, and a LOT of reading to get sufficiently steeped in the specifics of the setting.

AND…that’s all I want to say about the game for right now. Though I was initially tempted to return it to the game shop as “mostly unplayable” (due to my non-desire to put in the effort needed to make it work), I’ve decided to hang onto the thing and part with the cash. It is definitely one of the nicest looking RPGs I own, and it has a lot of interesting ideas setting-wise (as well as a totally kick-ass version of time travel). Plus, I feel that by buying it I’m doing my part to help support the local music scene. More bands should have kooky concepts.

: )

Thursday, October 6, 2011

Wiped Out...

...and it's not even tomorrow yet.

That is to say, I generally feel wiped out by Friday, especially after a Thursday night of gaming and carousing (and I'm sure tomorrow will be no exception). Today, however, I'm already feeling a bit crushed, due to a rather late Wednesday night.

Oh, well...it ain't going to stop me from going out tonight. I've got a super-kick-ass RPG to play-test and I'm pretty darn excited at the prospect. I mean, it looks "kick-ass" on paper, and I'm "excited" to see how it rolls. However, I think I've got it tweaked just about where I want it. I shall be writing more on the results (and possibly making the thing available for public consumption/download) in the next couple days.

I will say this: for a post-apocalyptic game, I think I may like it better than (any edition) Gamma World. And that's saying something, as I really like the 1st and 2nd editions of the latter game (specifically, the combat system and how it works in conjunction with the "theme" of the game). I mean, we'll see, okay...my system is kind of an orange to GW's apple anyway, being a non-gonzo version of the PA setting. And that's not necessarily a good thing (as mutant survivors of a nuke war is kind of a "gonzo setting" begging for gonzo rules). But, whatever...my goal is to do some of the things I've talked about in the past, specifically with regard to both post-apocalypse stories and game objectives. I'm hopeful for some good stuff.

Anyway, I really only get one shot to make a "go" of it as it appears I shall be playing in (not running) a B/X campaign starting in the very, very near future. My character(s) are already rolled for that one, and may even get some playtime later tonight (if not, then next Thursday for sure). That, too, is exciting...but I'm still salivating mostly over the thought of blowing away spear-chucking mutants with a shotgun from the back of a three-eyed horse.

Yeah, we'll see how it goes.
; )

Wednesday, October 5, 2011

What Goes Around Comes Around

Ugh! My poor neglected blog readers! How I wish I could eat, breathe, and sleep RPGs for a living…then I could keep up with my blog as much as my other RPG projects.

Unfortunately, I have “real” job and family considerations that split my time. I suppose I could quit my real job and devote myself full-time to writing/role-playing…unfortunately, there’s this certain “lifestyle” to which I’ve “become accustomed” and right now, I can’t see being able to keep it up with a publishing (printed and electronic) only type gig.

So you all have to suffer. Because once again it’s fall and football is in the air and I’m feeling creative and that means little writing projects keep popping up that I put my (very small amount of) free time into. This week it’s a new Tiny RPG…not a micro-game, because it’s already longer than 1 page and I ain’t planning on condensing it. However, there’s no plan to stretch it into a full-length 64 page RPG (that’s “full length” for me)…hell, it might not even hit 5 pages.

Play-testing will commence Thursday.

Several Years Ago I started getting into this whole “design thang” and made the first half-hearted stabs at writing my own RPG. The particular game I was writing was a little something-something with the working title “GW7” and it was supposed to be MY version of Gamma World.

[actually, my FIRST attempts at game writing occurred long before that, but they aren’t anything I would consider RPGs…nor exceptionally playable]

Why “GW7?” Because back when I was writing it (long before the 1st retroclone hit the market), I was thinking of it as the “heir” to the historical legacy of Gamma World, and by my count (at the time) there were six editions of GW:

- 1st edition Gamma World
- 2nd edition Gamma World
- 3rd edition (Marvel SH) Gamma World
- 4th edition Gamma World
- Alternity Gamma World
- D20 Gamma World

SO, yeah…#7 was going to be MY number. Except then I got distracted by a one thing and then another and then this whole OSR deal and my blog and B/X Companion, etc.

Skip ahead a couple-few years and we have several post-apocalyptic games floating around, including Octane and Barbarians of Lemuria and Mutant Future and the latest version of GW from Wizards of the Coast (not to mention several high profile video games)…all of which leads me to feel like, meh, why bother with returning to the subject? If I wanted to, I could pull out any of these other games (or my old copy of 2nd ed. GW or Twilight 2000) and run a post-apoc game. Hell, I could still run an edited version of Rifts (and still might…some day). There’s no need for me to create a PA RPG. Like, at all.

At ALL…did I mention that? Yeah. No…there are plenty of nuke-mutant games on the market, past and present.

But then I started watching Steel Dawn on the Netflix, and I picked up a copy of the totally overworked/overwrought Airship Pirates RPG and I started revisiting some of my earlier PA posts on this blog…and then I started thinking about how such a game might work with a slightly updated version of the system I was using for my micro-game Out of Time. And I got a little inspired at the thought.

I haven’t brought up post-apocalyptic (GW-style) role-playing since October 2010…I guess what goes around will eventually comes around (until I finally get a game written and "out-of-my-system").

So, yeah, I’ve been working on that (and one or two other things as well) which means I haven’t been posting to the blog as regular as I would like. But hopefully, I’ll find some time to get to it over the next few days. At least I’ve got Friday internet access again!

: )

Monday, October 3, 2011

Recovering...

...from another tough football Sunday. The Seahawks playing better doesn't do anything to remove the sting of a two point loss at home. At home, dammit! I don't care how great the other team...and the Falcons aren't nearly that great.

Meanwhile, ex-Seahawks rang up 28 points for the Tennessee Titans on the road against a Browns team that had been showing some signs of promise. It's funny that so far this season, the Titans have been the featured AFC broadcast every single week...at least in Seattle. It's almost as if the networks had an idea we were interested in following the team from Nashville. Hmmmm...

Things I'm doing, to take my mind off the 'Hawks change of fortunes:
  • Finally getting back to my reading of MZB's Darkover series. There really is great stuff in these books; many campaign ideas to mine.
  • Considering which of several reviews I need to write first this week: I've got two free RPGs off the net, one purchased RPG, and one novel that I need to write about. I may just talk about the RPGs in the context of my recent series on game objectives. Or not. Maybe I'll just try to be positive instead.
  • Re-watching Terra Nova (On Demand) as I type, and thinking this is so much better than Avatar. Unfortunately, it's still a little too "easily-digestible" in content for my taste. Too "family friendly." Not that I object to the main characters being a family, mind you...a film or TV series can still be gritty and hard-edged, even without featuring the hard-boiled protagonist with zero relationships/family ties.
You know, THAT's an interesting game idea to tinker with, come to think of it...there's not enough family drama in RPGs. I mean, Edwards addresses some of this in his Sex and Sorcerer supplement, but a game that actually incorporates a family dynamic as a major part of game set-up and -play? Maybe something like the old Space Family Robinson?

Eh...I'm getting goofy. I better hit the hay; I've got a long day ahead of me tomorrow. And without the high one gets when their favorite team wins on Sunday.

Sunday, October 2, 2011

Kicking the GM When He's Down


So in my last post, I wrote a bit about objective-less RPGs from the player point-of-view, and how frustrating it can be. Frustrating in that an RPG may present a lot of "cool things you can do/be" but in actual practice you (the player) get shut down in order to make the game playable. At least, that was kind of the gist of what I was writing though I apologize if I wasn't succinct enough.

However, the fact of the matter is that the vast majority of my time I am running the game (i.e. acting as Game Master) rather than playing the game as a player. So one might guess that most of my frustration with objective-less RPGs has to do with how it affects the GM.

That would be a good guess.

Why would someone ever choose the role of GM? Because they are a frustrated (i.e. unpublished) fiction writer? Because they like to lord it over people as a de facto "god" of the fantasy universe?

I don't know. Really, I don't...I can say that there IS a degree of "control freak" to my personality, at least from an astrological perspective: having Pluto in the 10th house gives me a deep emotional attachment to be in positions of authority and control (or at least the appearance of looking like I know what I'm doing), and being a GM allows me to do that. It certainly helps fulfill the essential needs of my Capricorn Venus, too.

On the other hand, I've got Neptune conjunct my Ascendant ("rising") sign, so I'm able to adapt to other styles of play (including giving over control of a game) and that impatient Aries Mars in opposition to Uranus makes me want to break free of any responsibility I have to my players...maybe that's why I have a tendency to kill their characters at every opportunity.
; )

Who knows? It could just be that I'm an A-type personality that can only see things being done "my way or the highway." Maybe I don't take orders from other authority figures very well, and being in the captain's chair allows me to steer clear of conflict on that front.

Whatever it is, I do enjoy running games. I am a fairly creative person and being the game master gives me the chance to create worlds and adventures and fantastic (as in "fantasy") situations and the opportunity to make all sorts of NPC personalities (which I find fun). And I don't get so wholly committed to "my own story" that I care if PCs wreck the thing...I am really not into railroading player action to conform to any set plot.

But despite my enjoyment in that, being a GM is quite a bit of work. Just "knowing the rules good" isn't enough to run a game...there's management of the game, management of the player characters (sometimes management of the players themselves), acting as judge/adjudicator for odd actions/circumstances, pacing of the session, making sure everyone gets involved and has an opportunity to actively participate (this is part of the management thing)...

And all of that (which can, frankly, be exhausting, especially with more than two or three players)...all of that comes only after the preparation for the game itself. 'Cause it's not enough to show up to the game table with a rule book and dice and the knowledge of how to quickly find such-and-such table on page 136 (or whatever). No, it is the GM's task (in all RPGs that utilize a GM) to craft an adventure or scenario or plot or whatever a particular game chooses to call it: the GM is responsible for determining the particular opportunities and avenues open for exploration.

For some DM's this may be as "simple" as drawing a dungeon map and stocking it (random or not) with challenges and loot. For some (like Alexis over at Tao of D&D) it might mean creating an entire living-breathing world of society and customs and economy and trade routes and knowing how those things interact so that when players say, "I want to be a mustard farmer," he knows how many plots of land are available for cultivation.

Hey, but that's what we're signing up for, right? If you want to be the GM/DM then you've got to be willing to put in the time...even if it just means thinking up an idea an hour beforehand and jotting down some quick-n-dirty notes for how the plot/adventure will unfold.

When a game has a blueprint for creating game sessions...be it the "mission" of Top Secret, the "dungeon" of Basic D&D, or the "investigation" of Call of Cthulhu, the GM has an idea of what the prep-work for the game will look like. Maybe not how to go about getting to the final product (different folks pursue the creative endeavor in different ways), but at least an end result...something to present at the game session. And because players know what they're getting into (due to the explicit instruction of what game play is about), they can get on the same page with the GM.

Top Secret players: "What's our mission?"
GM/Administrator: "Your mission, should you choose to accept it is..."

D&D players: "Any leads on potential treasure hunts?"
DM: "As a matter of fact, you've heard about this ancient temple..."

CoC players: "What's the recent mystery we've been hipped to?"
GM/Keeper: "Well, Bill's uncle has recently vanished; he was known to dabble in the occult..."

What with all the other work that goes into the game, having a clear-cut idea of play is a damn godsend. As a GM you are already put in a position of managing player expectations; for example, even if they know they'll be dungeon delving again, you still have to play up to (or down to) the challenge level they're expecting. Some players relish a kill-crazy scenario like the Tomb of Horrors, while other players get totally disgruntled with the inclusion of a single level-draining monster. As a GM of any game, there's a certain amount of adjustment that goes on with balancing things to players' taste (as well as helping them push their limits in this regard)...as long as you have a base or foundation (what I referred to as an "objective of play") then you can build on that.

For example, some veteran D&D players might find the whole dungeon schtick to be lacking after awhile. They get a handle on the best tactics for overcoming most challenges, and develop a nose for avoiding or ignoring parts that are too difficult (I've had players decide to skip going to a particular dungeon because it was rumored to be filled with undead and they were light in the cleric department...that's just smart play). But the DM can up the ante by adding political ramifications (as in, issues with the local government) or ethical dilemmas, or romantic entanglements, or religious/spiritual consequences to an adventure. A DM can create situations where these "non-dungeon" challenges need to be navigated as part of or in addition to a "standard adventure scenario." Lasting consequences to a campaign can come out of adventures, making the "dungeon" more than an isolated site of exploration...if the PCs somehow negotiate a trade route with the Drow (or ally with them to conquer the kingdoms of the surface world) you've got yourself a pretty interesting story rooted firmly in the foundation of "explore and evil subterranean society."

What if your Top Secret investigator gets captured by the terrorist (or other governmental organization) she was trying to infiltrate and becomes a turncoat, either as a character choice ("my character would probably break if waterboarded") or circumstantially (the enemy outfit somehow blackmails the character or bribes her with enough dough)? Then you add a whole new dimension to your TS game as the traitor may be sabotaging the rest of the "party" or playing "both sides of the fence" in future missions. Or what if one of the enemy agents turns out to be a "love interest" of the PC (as one finds in O So Many James Bond films)...how can this complicate the situation or jeopardize the job? Interesting things and neat role-playing opportunities can come out of a game, even with rather vanilla objectives like "go assassinate this bad guy" or "go stop this terrorist organization by infiltrating their base."

Within an objective framework there is opportunity for both the PCs and the GM to "mix things up."

But that's almost a secondary consideration for me...I mean, when running an RPG, I will almost always attempt to dig into a deeper development of character when given half a chance (though that's a whole 'nother post entirely). For me, the main thing is this: with all the other responsibilities on my plate, the last freaking thing I want to do is try to figure out what exactly players are supposed to be doing in the game.

Yes, I can usually come up with an idea based on the premise/setting of these high concept games...an idea (as in, one) that players may or may not like depending on their own conceptions of "what the game is." But sustaining play? Long term? As opposed to a one-off single session. No...it's too much.

Call me lazy, fine. I prefer long term play to one-off games, and if I'm going to get to the "meat" of role-playing, it is far easier for me to have a frame or structure from which to hang the game...and I'm not just talking about system/rules. If I have a basic game "concept" than I can explore (or drive the player characters to explore) other things within that paradigm. Without it, they're just wandering and (generally) counting on me, the "game master," to come up with stuff for them to do, i.e. "adventures."

Does this sound like I'm denigrating the players' ability to be proactive? Um, no, not really. In my experience, players tend to take an active role in choosing the individual goals and agendas of their characters...though generally only after they've come to identify, develop, and understand the character, something that occurs (mainly) during play itself. And the amount of time it takes to create that rapport and idea of internal character motivation, varies not only by player, but by circumstance as well.

[and THAT's a whole different series of posts, too!]

And until players get to that level of comfort with their characters, where they can understand and internalize motivation and take a proactive stance towards what they do in the imaginary game world...until that happens, guess who the player is looking to for direction as to what they should be doing?

Yeah, the GM. And I, frankly, don't have time to tell you what you're supposed to be doing in the game...I'm trying to prep and run and manage and anticipate and improvise, etc...all those things I mentioned earlier. Players asking me, "what are we supposed to do?" How the hell should I know if the game designer doesn't tell me?

"Just shut up and take the job my NPC is handing you." I mean, isn't that what it boils down to eventually?

Here's the real sample adventure from Hollow Earth Expedition (when I was referencing the film crew, that was the downloadable sample adventure from their web site): players are called into a meeting with a U.S. Army major who outlines a scenario similar to the opening scene in Raiders of the Lost Ark; i.e. Hitler has organized a team to go after an occult artifact [in this case, an ancient location of power rather than an ancient object] and the U.S. government wants the PCs to go after it. The briefing knows nothing about the thing (or the Hollow Earth for that matter) except that it is believed to be in the North Pole.

Now how exactly does that work with the concept archetypes like Field Biologist, Big Game Hunter, Jungle Missionary, or Lost Traveller? Answer: it doesn't. The adventure lists the archetypes "best suited" for the scenario, but doesn't preclude others. Same with certain Motivations (the HEX equivalent of alignment, or in VTM terms "Natures"). Since the scenario can be used "as the introduction to a longer campaign" the GM is explicitly told to talk to the players about what kind of game they're expecting and what kind of characters they're interested in playing.

All well and good...except that without a standard concept of game play, whose to say player interests or expectations can be met or even reconciled with the adventure scenario itself?

I ran into this issue when running Over The Edge, a game with "unlimited potential" and no standard method of play. I wanted to run a kind of "everyman-gets-drawn-into-a-seedy-underground-world-of-blackmarket-intrigue" with the usual OTE weirdness. My player wanted to play a suave and street-smart arms-dealer. Um...

The problem with OTE is that there are so many reasons for player characters to be on the island of Al Amarjah, and such a wide-open method of character creation...even their own examples of actual play feature players that are "troublesome" (at least from the GM's perspective). From the players' perspective? I'm sure they were just working within the rules to create a character they thought would be fun to play.

My OTE game lasted one session. My Rifts "campaigns," some of which involved a LOT of prep work for adventure planning/plotting and strings of "events" never lasted more than two sessions. Most never lasted more than one. Ars Magica has never lasted more than two or three sessions, whether I was running them or not, even when all the players were very committed to playing the game.

And as I said, I prefer long-term play and the natural evolution of character development that comes out of that form of play. One-off adventures are fine for conventions and sample/example sessions, but part of the fun for me (and the reason I prefer "conventional" RPGs to most indie games) is seeing where a long-term saga/campaign goes.

And without a built-in objective it's hard to do that.

And I don't like "hard." Running a game is tough enough. I've got enough on my plate without needing to devise a method of play that A) integrates the players' expectations with my own, and B) provides a week-to-week reason for play in order to keep a campaign going without an overall objective of play.

Does it sound like I'm whining a lot here? Sure I am...because I just dropped $50 on a book that expects me to do the work that the designer could've/should've done. I said in my original post on the subject, that this kind of lazy design choice is a serious irritant to me; I don't mind doing the work of the GM, I expect to take that on when I take up the mantle and decide to run a game. But the designer needs to do more than say, "here's a neat setting and rules for 'doing things,' now figure out how you want to play." Pal, the GM's job already comes with enough stuff to do, already requires "imagination added," don't give me YOUR job as a designer on top of it!

I think many designers must make the assumption that people (GMs) will "just know what to do" when they pick up their book, and it's more important to spend time on detailing the intricacies of the world setting, figuring this information will act as a "springboard" to the GM cultivating a game. Eh. Such stuff gives me ideas of what I want to incorporate into a game, but doesn't provide the "roadmap" to play itself. And it's a royal pain in the ass trying to figure it out myself...a pain in the ass that I'm generally unwilling to deal with since I know from experience it doesn't get one's game very far anyway, without a clear set of objectives with which everyone (players and GM) can "get on board."

All right, that's enough for now...this post is getting overly long.