How I See The Credits
More Guys With Swords
For a friend's birthday this weekend, a request was made for a game to be run, and given a combination of short notice and assessment of the taste of all players involved, I ran Two Guys With Swords.
2GwS has a somewhat fantastic self-selection process. It is run (at least by me) with a certain tone that combines high action with no small amount of tongue in cheek. Thankfully, the random tables do a fantastic job of conveying the tone of the game - if you see the tables and they make you smile, then it's probably the right game for you.
Anyway, this was interesting since it was a full table, and we ended up playing Five Guys with Swords (insert obligatory hamburger joke here), which required a little tweaking of things. There were also a few decisions made on the fly that might be useful for folks looking to do interesting things with C+, so I figure I'll run through them.
First, the big change for chargen was to allow every player to write something down on everyone else's sheet, so it went something like this - write a distinction, pass the sheet left, write another distinction, pass the sheet left, and keep repeating this until there were 5 distinctions on the sheet. It worked startlingly well, and because distinctions are entirely subject to player interpretation, it was less inhibiting than doing the same thing with aspects might have been. it also gave everyone a little bit more of an investment in everyone else's character, which was a good way to establish quick cameraderie.
Second: Magic rules. So, 2GwS technically includes magic, but it's totally the magic in the same way that Gray Mouser technically knew some magic. That is to say, badly - often to the point of disaster. When a player uses a gonzo distinction for a gonzo effect, they roll both the d8 and the d4 (and do not get a plot point) but in return there's a lot more narrative leeway in the outcome (and I am also more shameless in my willingness to explicitly pull out crazy-ass consequences as a result).
Third: Multi-sided conflicts. At one point in the first fight, one of the players started a small avalanche (d8) which I shamelessly spent complications on to turn into a d12 + d8, and it became a third side in the fights. Mechanically, this proved staggeringly easy to adjudicate, at leas tin part because the avalanche wasn't doing anything terribly complicated: if it wins, it puts a "Buried" complication on the opponent, and it was an equal-opportunity threat (one fight ended with both sides getting whomped by the Avalanche and taken out of the fight)
Fourth: Fixed and transient play elements. It totally helps to have 2 colors of post-its, so transient declarations are a different color. Makes table management much easier. Similarly handy - I've been experimenting with all-caps handwriting lately, and while I'm still undecided on it, it _absolutely_ helps with the post-its.
So, given those rule hacks, the thing I found I need to add are a few more tools for the GM for handling his threat budget and drawing inspiration in a manner similar to the generation tables. In the absence of that, I was very ad hoc in my threat numbers. I think it would probably be easy to standardize it, and I have at least one good idea for a hack (turning any cleaned up elements into complications). All of which is to say, I suspect I may have to do a proper 2GwS writeup, including some explanation of what actually happens at the table for those who don't quite get some of the statements I'm making about the game.
Tags and Axes (and Axes)
Tags and Axes (and Axes)
The Golf Bag Tactician
Archetypes and Planting Flags
We respond instinctively to archetypes, and a lot of shysters take advantage of this. Yes, there's a lot of interesting, useful stuff about them (Hero With A Thousand Blah Blah Blah) but the reality is that if you come up with a list of, say, 3 or more things, and define it broadly, then it will resonate with people as a powerful model. Some of this is just numbers: If I list 8 types of Stamp Collectors and define them loosely enough, odds are good I've covered 90%+ of the potential audience, and that last 10% will probably find a way to make it work. A larger part of it is how our brains tend to glom onto data - archetypes (like stereotypes) are the chocolate frosted sugar bombs to our brain's appetite for understanding - they're tasty and they go down easy.
So, with all that cynicism established, I do want to talk about how they're useful - especially the ones you create yourself.
After my post last week, I was speaking to one of the subjects (the Rookie) and he voiced an interesting thought, wishing there was some way to note people's archetypes and then keep track of the characters they've played and see how those things overlap. We agreed that for a lot of players there's a comfort zone that they like to stay within, and there's a lot of value in pushing them out of it, but at the same time you don't want to push them too far out of it.
Now, doing this is tricky, but the first part of requires identifying the player's comfort zone, and this is where the idea of making your own archetypes becomes handy. See, an advantage of making archetypes for your players is that you can afford to not be entirely precise, but at the same time you're going to get more specific than you would with generic character types.
Once you've figured that out, you can do something Fred did, long ago, when setting up Born to Be Kings (The first FATE game, and my favorite campaign of all time). See, Fred knew his players and their tendencies pretty well, so as part of character creation he took each player aside and planted a single "flag" outside of their comfort zone. This flag was the one element he was imposing on the character backgrounds, and it served as an irritant to form a pearl around.
What's interesting was that each of us responded differently to the flag. One player who usually tends towards logistics had a fae element inserted, and jumped into it with both feet. Another player was uncomfortable with it, and that friction drove a lot of play. But one way or another it forced us all to play differently than we would have if we'd been given free reign.
Constraint breed creativity strikes again. Who knew?
Anyway, this is one of those ideas that not hard to implement, but may be tricky to implement well depending upon how well your players respond to structure and how much trust they have in you as a GM (especially if your flag would force them to make what they consider a non-optimal build choice) so you may need to learn how to strike a balancing act. This is easier in something like FATE or Cortex Plus where an Aspect or Distinction is rarely a "wrong choice", but it's still entirely possible with games like Pathfinder or 4e (4e actually offers some really interesting options for this with Themes), even if they are entirely in-fiction.
Anyway, when the time comes for you to start your next game, stop and think about your players, and how you can help them push beyond the archetype you see them in and into something more complicated, interesting and fun.
The Five People At My Table
A Pitch In The Dark
I've had an idea for a DRYH hack for years, and this seemed like a good opportunity, so I crafted a pitch[1]. After passing it along to Fred and Ryan, I asked if they would be cool with me putting it out there in public, both as example an encouragement. They gave the thumbs up, so I'm going to share it here in hopes it helps someone considering their own pitch.
Proposal #1: Don't Turn Your Back
~2000 Words
Rob Donoghue - [redacted]
I've Written for Evil Hat, MWP, WOTC and White Wolf.
Don't Turn Your Back: A game of action, espionage, and the prices to be paid for both.
This is, for all intents and purposes, a hack for using DRYH to run stories in the style of Casino Royale - superspy stories with all the trappings of gadgetry and badassery, but with nightmares and madness being replaced with the growing threat of compromise and moral decay. Characters are Agents, badass masters of espionage, assigned to stop The Opposition from carrying out their Sinister Master Plan.
While this was conceived in the vein of Daniel Craig's James Bond, the idea is flexible enough to handle much of the "action-espionage" genre. This is not suited to games of quiet intrigue - it is for a game where intrigue is shaken (not stirred) with excitement, violence and sex.
Mechanical Tweaks:
New Elements:
[back] 1 - My wife's comment was 'only you would apply for a job at your own company'













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