Monday, February 7, 2011

Go through the motions of exploring the familiar.

In my last post, I mentioned This Post of Shieldhaven's, and now Wombat's gone and responded here. So now, I must needs venture my opinions on the topic.

I have an odd position in the groups I game with, in that I'm generally the only Person of Color(tm; also, unless you count the Angry Cuban in our AE games). Incidentally, until having the conversation with Wombat (who is white, but a jew), I was also the only person who generally felt that the presence of humans was okay, sure, but not necessary in a game world.

So, how this conversation even started:

Shieldhaven was talking about the new races he'd created during his late night maundering, and mentioned that, in order to have people actually pick his classes, perhaps he should strip a game with them in down to just humans and the new races. To which my question was, "Er... why include humans?"

Now, as implied above, I realise that my question and feelings on the matter are solidly in the minority. Anyone who knows me even a little will not be shocked by this. Shieldhaven felt, at base, that giving the players something understandable and familiar-- i.e., humans-- was important, so as not to lose them. I marked that the new races-- the Veytikka in particular-- were written in such a way that they kind of did not make sense unless you had another, baseline race to compare them to. The Beruch as well, and the Rindari have not been written yet, but-- they were all designed to be minorities. And while this was not, from talking about it, a conscious decision on Shieldhaven's part, it was... curious to me.

And here is where I will dispense (for the moment), with the issue of player investment and whether or not players will buy into a game setting where there's no human baseline. I, personally, would like to play a race in the context of what they're like internally, _without_ comparing them to a human genero-culture. As is pointed out in both of the posts I mention, there's sort of a problem with humans-- they typically wind up with their racial trait being, "generic". Of course we know what humans are like-- we are humans, aren't we?

Thing is, as game designers are themselves human, apart from some physiological details, and a pointed attempt to make the things that they feel, do, or care about completely unrelatable, any new race is going to be some variety of "like humans, but..."

Take the Veytikka. They have certain physiological features (claws, snout-like faces) that make them inhuman and change the way they interact with their environment, but as far as their attitudes and actions go, they're actually pretty darn human, but...

...They eat carrion. They're well designed for it, and for them it is the right and proper thing to do. Thing is, a human culture could just as well do that, out of some philosophical inclination, and then we get into trickier issues of intra-species race. Apart from that, the racial culture is given as tribal, and they are suited to some specific classes, like most D&D races. They're statted to fit into 3e and 4e D&D, so they'll be further colored by the rather familiar expectations of the classes they choose. Tl;dr, the text already explains the ways that Veyttika differ from humans in the context of the player's own person and culture, so why would there need to be humans in play to underscore the difference?

As part of my objection to the philosophical part of the "people need a familiar race to be the point of reference" is actually the "point of reference" part. Because I am human, I will automatically be thinking of how this race is different from a human. It bothers me, to then have to, in play, be ever conscious of my character in the context of, "I am different from this other group, which is normal."

I realise that this does not address the issue of turning off players through an excess of difference, but I feel that that aspect of the question is dealt with at length and better elsewhere, and I'd like to deal with the aspects so avoided, which are, frankly, relevant to me. Let it also be said that I don't blame anyone for choosing not to deal with stickier issues and assumptions when it comes to race in gaming, but... well, I think that it's just possible that part of the reason for my preferences in story telling and roles therein might have something to do with my own background, and the same for other folks. This doesn't say anything about myself or anyone else as people, but is objectively interesting to me.

Let me use another example, which has about an equal chance of refuting or supporting my point: the 4e race, Wilden.

Wilden are supposed to be a new race just out of the feywild, terribly curious and eager to learn about new cultures and races. They're a tablua rasa, looking for things to ape so they can learn how to be actual people. They have a hatred of abominations, but apart from that... well, they're plant people.

And let me tell you, they're hard as hell to play, esp in the party I'm in.

I picked one up in Chessenta as a power gaming option-- I wanted to play a Protection Shaman, and they had the best stat options, and were also something I've never played before. Now, I am in a party with two humans and an Orc-- fighter, avenger, and rogue. Given that my racial MO seems to be, "try to be like the others you're around," how do you suppose I play my character?

Answer: Well, like a bear shaman. Because that's what I'm actually doing, leaves or no leaves. The role of the Shaman is much stronger than the role implied by my race, except in the (hasn't actually happened yet) incidence where I need to use a racial power. And the same is true for humans, actually-- except in AE, where humans are marginalised as compared to Giants, I generally see human players playing the trope for their class. Only Grish, the Orc, plays a racial trope to any extent, and even that is second to his outstanding thievery. Well, and Ullentarni the Dragonborn, but that's because his racial story was supported by the game, and the circumstances in which we encountered him. For the rest of us, race doesn't actually matter, or much inform how we play.

So... what does all of that mean for the presentation of a game, before and during play?

First of all, I have the strong temptation to strip stats from races, and give them basically the human stat choice. If including humans in the game, I'd be further inclined to write specific racial abilities for them which were something other than, "I'm so generic, I can do anything with my generic self," depending on the setting. That is to say-- If other races have specific, geographically or otherwise bound cultures, it makes more sense in a given setting to have the humans be so too, than otherwise. In my game, I get around it by having most races be pretty much ubiquitous-- only races of a fey or outsider sort of origin are in any way concentrated, or have cultural norms outside of the norms for their region. I did not go so far as to change up races that much, mostly because my game is at least partially about teaching 4e to its players. But I think next time, I might, so as to make the race choice more purely about preference, vs. optimization.

And I'm tempted, especially if offering a setting where it makes sense to do so or I am offering all-new races, to just not have humans in the game. Now, it's at this point that the Player Investment issues come to the fore. We'll go ahead and take it as read that players dislike having high barriers to entry, and/or having to do a lot of reading in order to play a game, or understand their characters, unless doing said research was their idea in the first place. So let's think about how to address this.

1) First of all, sticking to a well known system, OR a system where everyone is expecting to do reading because it is all new. Personally, I prefer the former, partly because I like D&D so well and well... I am used to it. This could, however, work okay in a system where the expectation of newness is working for you. Nonetheless, I think that changing as little as possible about a system that the players (assuming all the players are familiar with said system) know, and explaining early on the conciets of the setting, you'll probably have a better chance of not throwing them off. In particular, I would not introduce any new classes, but have everyone stick to existing stuff.

2) Keep written material to a minimum. At most, I'd keep the info about the size of any racial write-up in a character creation book. If the setting is such that it demands it, include info about how the race fits into the world, how they behave amongst themselves, and what, if any, prejudices and assumptions they have about the rest of the world. This is the part where you're pretty much highlighting what makes them different from humans, what sorts of stories they are likely to have as a race. In all other ways, it should be clear, or at least safely assumed, that they are just like any other people.

3) Support the races in-world. Once you're in the game, the structures and social constructs of the world should reflect the people who live in it, and the GM's job is to convey this to the players in as seamless a manner as possible. Players are likely to look to NPCs for clues on whether a thing is common or unusual, good or bad if they have no other guide, and a couple of lines of dialogue can speak volumes about how the players should feel about a given situation or people. It's all right for there to be minorities and marginalized groups, or majorities that are not generic, but it's important for the world itself to convey that that actually means.

The example I can think of at the moment is actually pretty problematic-- Karnath, in the Eberron setting, specifically as run by Wombat. This is a place where Undead Soldiers are the norm, and the whole country supports that construct pretty completely. If we, the players, had been playing all Karnathi, the world did a very good job of playing this particular social construct up as normal, and we'd have had to do some twisting to not be at least tolerant of it. As it was, we all played people from elsewhere, at least one of whom had character reasons for objecting strongly. My character, being from a country that had formerly allied with Karnath (and which no longer exists), didn't really have an opinion one way or the other until very late, though she had some very strong in-game pressure to find the Karnathi Military Structure pretty darn appalling. I am marginally curious as to what would happen if we _had_ all been playing people who were raised to accept this situation as normal.

Permit me, for a moment, to refer to a thing that I mentioned earlier, about my problems with a culture that can only be viewed through the lens of a somebody else. That can be done well, and the ways in which it is done, interestingly, change the "point of reference" race/culture. Let's look at the Veytikka, for example. In a world where this race is common and reasonably accepted, it'd make a certain amount of sense for some non-Veytikka races to say, be all right with having established places to dispose of their dead, for Veytikka to come and clear away, in a symbiotic sort of way. Or to have some shady characters try to scoop up all the dead things before the Veytikka can get to them, and try to sell them back at a profit, controlling their food supply. It all depends on where you want to go with them, and if you're having the Veytikka be hunters who kill and eat their food raw, or if they say, disdain hunting and prefer finding as a cultural Thing.

But anyway, there is a certain point to be made there about the usefulness of humans-- it is easier to change them, and the way they see things or act, to accommodate their relationships to other races, than it is to do the same for races where one's understanding of them is learned. When we're talking about human vs. non-human, that's pretty much all of them.

I'll save this topic as it relates to non-European-based cultures amongst humans in Sci-fi/Fantasy/Gaming for another post, as this one has gotten really quite rambly and long.

Friday, February 4, 2011

Session Roundup #2

Although a day late, as yesterday was the first round of Majour Updates for That Heap Big Thing, and I had neither time nor brain to spend on else. Anyway, we didn't have any tabletop last week, but rather had an In-Play Party and One Day for Eclipse.

So, I play Pallas Harper Kell, a space-samurai thug for the Imperium of Man, whose cousin is a muckety-muck soldier trapped in a muckety-muck noble's body. She's a good time. She also is a naive, a-type personality, quite by accident.

Anyway, a little on In-Play parties and One days vs. regular LARP events. In-Play parties are interesting, and not technically canon, except that they are. Things that happen there don't, or aren't supposed to, have plot consequences, though they make have profound character consequences. At this one, my character spent most of the night curled in a ball, utterly embarrassed, and completely smashed.

One of the most important aspects of in-play parties-- the presence of alcohol.

So... this was my first Eclipse one-day, an MJQ event. It was cool, took place in a bar, and still had combat. It didn't have a field battle, which is one of the typical features of most larp events (a heap-big battle that involves some element of strategy or boss-level difficulty), but that wasn't really expected. Mostly, there were a ton of politics, and some really neat twisting of situations so that characters who are good friends are-- in a very subtle and sidelong way-- finding themselves at cross purposes. Thusly, they must needs scramble to fix that. I was not involved in any of that directly, but Shieldhaven was. It's a thing that Eclipse has begun to do really quite well, and that I hope to see more of in the future.

Also, Stands-in-Fire and another friend, Miss L, are well on their way to becoming psionic space-demon fighting ninjas. For realz.

***

On another note, writing patch notes for a LARP website was the best idea ever, and I feel very good about it.

Finally, mostly because I am fading, Shieldhaven wrote a post today about the very topic I have neglected to maunder upon for some time, and once I've slept, done some various chores, and run my game tomorrow, I shall speak more on't.

Tuesday, February 1, 2011

Raison D'etre

In case you were wondering what I've been up to recently that I have been so lax in yammering on with promised yammers, this is it.

That is to say, the Dust to Dust website and rulebook are finally live. I don't care who you are or where you live, but you should Go and See.

A full and formal post of joy is here, at Shieldhaven's blog.

It is awesome, all awesome, and you can be a part of the awesome too.

Thursday, January 27, 2011

Not-Roundup, #1.

So against all probability, there were no games at all this week. Instead, there was a ton of work on the LARP that I am staffing with Shieldhaven, Stands-In-Fire, Basics, and others-- Dust to Dust. I am working on the website.

What-no-link, you ask?

No. None indeed. Not for another few days, anyway, as we go live on February first.

In the meantime, we will be gone for an In-Play Party and One Day event for Eclipse this weekend. Yes, LARP events count for the weekly roundup.

So... watch this space. There may be also some discussion of the necessity of the familiar in games. Which puts me in mind of one of my lj icons for my instinctive reaction, at least.

Thursday, January 20, 2011

Session Roundup #1

Partially for my own benefit, and partially to satisfy my own nonsensical desire to order the universe, I am going to try, each Thursday, writing up a brief rundown of the previous week's games. It is possible that All My Gaming will be changing up soon, which makes me very sad. Also there's been some breaks in the schedule of late, but the past two sessions of various games have been worth mentioning.

B's Game, last Tuesday-- We finished up a storyline in which, from the little we could tell, the Raven Queen sent her minions after Hane, my Revenant Assassin. We didn't find out much of what was going on, but she'd taken over the Imperial Palace, and we had the Crown Prince (a 6th level warlord) with us. We had him wait outside the door to the throne room while we tackled a couple of Ebony Guard and two Gawd Awful Hounds with a nasty fear aura, that dropped our attacks by 2 when we were in aura 5. Yeah, bad times.

On top of that, after we'd committed to wiping out the Guard as fast as possible (so we could deal with the hounds, which we'd fought before and which have unholy hit points), a Revenant Lurker showed up, with poison daggers and an eye towards making our lives bloody miserable. Fortunately, (though the player wasn't there, we had a Bard.

And the Bard had Insult to Passivity.

Insult To Passivity basically dazes an enemy until their are attacked. This is important-- they can take damage and stay dazed, so long as they're not attacked. Enter My Assassin's Shroud, and the feat that allows me to deal shroud damage without removing the shrouds when I use my Dark Reaping racial ability.

So this chick was super unhappy, trying to get close enough to hit us with daggers on her next turn, and eventually trying to run off... but we got there first and shut the doors on her. So sad for her, not having phasing. Finally, after we'd (well, mostly I'd) been wrecked by the hounds, and pretty much put them down, Our Mageblade went and started wailing on her, so she could finally use her powers. Which were pretty brutal-- she immediately went invis on us and hid behind some tapistries.

Shame I'd put Hunter's Eye on her, since she was my shroud target, and thus could find her no matter where she went. It also gave me +2 to attack her, but that's neither here nor there. Also, Norman-the-Runepriest-Barbarian-Hybrid-Dwarf (Also my Assassin's descendant) had Earthsense, and could tell where she went.

Oops.

So we wrecked her pretty hard, and that was awesome. I have to say, this was a really cool fight, and everyone got a chance to feel pretty awesome. Our Mageblade has specialized in AC improving stuff, and the things that targeted AC were balanced in such a way that while they could get most of us, they couldn't get him, most of the time. Norman also did some splendid damage, combined with healing like a madman, and our Wizard was... well, our wizard. But enough about Magic Missile in 4e. Because we wrecked her so hard, we didn't find out much more about what was going on, but the Crown Prince and the Emperor were very happy with us, the Raven Queen's shroud went away, and we all were extremely satisfied to leave the encounter with pretty much nothing left but at-wills.

Chessenta, monday-- Chessenta: Book of Serpents is run by He Who Stands in Fire, and is the most brutal game in which I play. This session was no different.

As of last session, we wound up in the town where we'd received our first quest-- we had the Axe that we were supposed to return to the town's church, and had, uh... gotten sidetracked helping out some Brass Dragons before taking it back. Of course, when we get there, the entire town's been swallowed by the Shadowfell.

Oops.

We made our way into the Shadow-Copy of the town last session, via a pretty darn neat gating system which stuck each of us in a black room with a horrible monster. For me, this meant sitting there trying not stay alive while my poor Shaman was wailed upon brutally. The others killed their monsters and teleported to another of the four rooms. Naturally, they got to me last.

But I was just fine.

Anyway, after I was rescued by my buddies, we found ourselves attempting to sneak through a city full of undead and shadow creatures towards a church. It was really just one of those sessions where we could not pass a skill challenge to save our hides. The sheer quantity of 1s rolled on 20 sided die were staggering. Thus, we wound up in two really quite brutal encounters with shadow creatures and horrible undead fleshy-monsters, one of which dropped some interesting papers. The second encounter involved these dudes who not only were able to turn invisible (and threw poisoned daggers), they created huge freaking zones of total darkness. Ultimately, we had to just frigging run away, and then try to lay in wait for them, hoping that they'd go back visible. That worked all right, and once we could, you know, hit them, we did so with much vigor. Also, our combat rolls suddenly got better. We then got to the church, rescued the mayor of the real town, and realised that we were going to have to go into the creepy sewers beneath the shadow town after all. The best part was hanging the axe back up in the church, which got us a happy quest reward: all of our weapons now do Radiant Damage as long as we're in the Shadowfell.

Hurrah super useful quest rewards!

Monday, January 17, 2011

So, more about my game... custom gods and feats.

In the company of Such Illustrious Game Designers (by which I mean thems what has actually found themselves paid for this sort of thing. Whereas I have only been paid for the heartless crushing of dreams), it is with a little trepidation that I offer up my humble efforts in this realm for scrutiny. Nevertheless, it is perhaps of interest to some few of you to see the ways in which I have potentially broken my D&D game horribly with a few extra Divine Feats.

To explain. In the setting I have created, a world called Liel, the most prevalent form of religion is called the Giedame. In this faith, each worshiper claims a personal pantheon of six gods, which may be any god in this setting, or any other setting for which rules exist in 4e-- and if rules/feat choices did not exist for a deity a player of mine wanted, I promised to make some up. As for setting deities, I provided the local pantheon of Ar'Siva, the island continent where the main of the game takes place. Entering the worship of each god allows access to that god's feats, which may be taken at any level. In the interest of avoiding tl;dr, I'll break this up into groups. So here's the first bunch:

The Hero-Gods (Atailan)

The Hero-Gods, Begaren, Vai'Varin, and Pi'kati, are called thus because of their roles in various myths and stories. It is not known whether they were once people who lived and were later deified, but the stories treat them as if they once, indeed, lived in the world like men.

Begaren

-- The God of Honor, Valour, and Nobility, his worship is common to warriors and those who value codes of honor above all else. In Ar'Siva, he is a favorite god of Military Knights, though his worship is more common in the other countries. His worship suggests proficiency with all manner of heavy (not thrown) swords and/or shields. His symbols are a sword cutting through tendrils of dark energy coming from below, or a shield with a hand and three orbs upon it, parting a wave of dark energy from above. Those who consider themselves Dedicate to Begaren may choose from the following divine Feats:

Shield Brethren

If you have shield proficiency, grant +2 to a defense as an immediate interrupt, once per encounter to one ally who is adjacent to you, or adjacent to the attacking enemy.

Sword Brethren

If you have proficiency in light or heavy blades and have a sword equipped, +1 to attack rolls for flanking allies using melee weapons.

Vai'Varin

-- The God of Humility, this god is never himself depicted, though like Begaren, he is considered a hero-god, and spoken of as such. His symbol is a common household item-- a shoe, a kettle, a broom, et al-- held singly, or on a plain field. Leaders benefit most from the worship of Vai'varin, and many warlords serve him. He is a common household god on Ar'Siva. Those who consider themselves Dedicate to Vai'Varin may choose from the following Background Feats:

Helping Hand

Adjacent Ally gains a +3 bonus to their surge value when they spend their second wind, +5 at 11th level and +7 at 21st.

50 Feet of Rope

You may spend your move action to grant one ally an extra 5 move before the end of your next turn. Allies who start a climb or a jump adjacent to you gain +2 to their Athletics check.

The Best Cook Ever

During an Extended Rest, you may sacrifice a Healing Surge to add +2 to all Allies Surge Value, as you are up cooking the entire time.

Pi'kati

-- the God of Tricksters and Rogues, he is a god widely worshipped by people in all walks of life. He is especially popular in Ar'Siva, in the country and among the proleteriat. It is not uncommon, apart from those who are of the Rogue or Bard profession, for someone to feel themselves Pi'kati's in Soul, and honor him thusly. His symbol is a four-holed flute with one hand open and one hand closed; sometimes with his grinning Face behind it. Those who consider themselves Followers of Pi'kati may choose from the following Divine Feats:

Unassuming Pickpocket

+2 to stealth and thievery or you may also treat Stealth and Thievery as trained skills, even if your class does not permit it. Once per encounter, you may make a bluff check as a minor action to gain combat advantage over an enemy within close burst 10.

Made You Look...

Once per encounter, as a move action, you may shift from a square adjacent to an enemy to another square adjacent to the same enemy. You have cover from enemies until the end of your next turn as long as you remain adjacent to that enemy.

Coming next: The Gods of Ascension and the Gods of Detriment.

I will also note that thanks to DDI, adding custom feats and making them apply correctly is really bloody difficult, and thus a hard thing to have 4e players do. Also, I have not really dealt with Divine Power dailies for these gods, except for Vai'Varin, as my Cleric and my Artificer worship him (The Rogue and the Avenger primarily worship Pi'kati). Still, the most efficient way of breaking one's game is through handing out utterly stupid custom magic items. But more on that later.

Moar Announcings.

So, another addition to the Gaming Blogroll-- it is important to go read Musings of a Wombat Warlord, as the Wombat Warlord muses about... well, whatever Wombat Warlords muse about. Wombat, also known as G or G-Money, is the GM for the Eberron game in which I play, and is awesome.

This has been your weekly blog-pimp. Gotta keep the pimp-hand strong.