Showing posts with label gencon. Show all posts
Showing posts with label gencon. Show all posts

Thursday, June 2, 2016

New RPG Players

New Players in Games Today

Living in a Golden Age?

It seems like since I heard about David Ewalt’s Of Dice & Men, I—and everyone else—decided it was time to pick our dice back up and start rolling again.  I stopped playing when 2nd Edition was a big thing (the Dragon magazine 5 CD compilation was my last major purchase—and one I’m thrilled I held on to, if only out of chance).

Lately, it seems like everywhere I turn, there’s another article about how roleplaying games are becoming all the rage again.  The most recent was published in today’s Washington Post as a short comic (guessing online only!).  Some of the reasons listed are that the stigma’s been lifted, people never really knew what roleplaying games were before, among other things.
Although none of the major producers I know of release detailed sales figures, anecdotal sources tell us that the state of the hobby is strong.  ICv2’s most recent Internal Correspondence estimates that games sales are up 20% overall.  Internal Correspondence notes that RPG sales as a whole are increasing, led (unsurprisingly) by 5th Edition, with Pathfinder sales flat or declining—at least in retail stores. 
And yet, something must be going right for the kids over at Paizo.  Even if the industry insider is telling tales of their woes, Paizo’s gone and broken three of their oldest taboos.  First, they’ve consistently said no new edition for Pathfinder, at least not anytime soon.  Second, they’ve repeatedly resisted advancing their timeline, something popular with RPGs in both the domestic and international markets.  Finally, citing concerns that it was the creation of too many campaign settings that ultimately sunk TSR into Wizards of the Coast’s arms, they’ve refused to publish anything but their Golarion products—in house at least.  Instead, they’ve squared the circle, developing a new game mixing magic and technology and adding in a little interstellar travel.  Before this post devolves into a post on the merits of Starfinder (future topic!), I’ll leave it to say that Lisa Stevens at Paizo strikes me as a shrewd businesswoman.  If she didn’t believe there was space (double enténdres?) in the industry for a successful new product, it would not be happening.
Finally, we’ve seen a bevy of other games and game companies sprout up over the last few years.  This includes Monte Cook Games with their Numenera, the Strange, and Cypher System games; Fire Opal Media’s partnership with Pelgrane Press to publish 13th Age; Robert Schwalb’s Shadow of the Demon Lord (with a number of support products that are, frankly, mind boggling for a product with less than one year on the market); Green Ronin’s Fantasy AGE; and a new edition of Shadowrun, just to name a few.

What Does This Have to Do With New Players?

New players are how we keep growing our hobby!  And, because I need to write a blog post.  Because I want to see the less-well supported products succeed, I like to run 13th Age games at GenCon and other local cons I attend.  So, before GenCon 2015, I invited some friends over to my house for a little roleplaying session.  I planned on using four hours to run the first two-hour scenario in the Shadowport Shuffle series: Deep in the Red.  I felt like Deep in the Red would be a strong scenario because it offered a lot of roleplaying opportunities.  I provided pre-gen characters, but wanted to give people wholly ignorant of game mechanics quite some time to learn them.
I ended up with 7 players, only one of which had experience playing any RPG.  6 were heterosexual women, one was a bisexual woman, and 1 was a homosexual male.  That’s right our table had no heterosexual males (not that there’s anything wrong with playing with heterosexual males, but our group was NOT the norm)!  Here’s a quick rundown, all working professionals in the Washington, DC area:
·      Attorney for a large corporate firm
·      Property manager for an apartment building with 100+ units
·      Congressman’s scheduler
·      Charter school principal
·      Special events director of a museum
·      Office manager for a judicial advocacy organization
·      Partner of a real estate management and sales firm
One look at this list does not scream: members of the creative class!  There were no writers, no artists, no singers or songwriters, no architects, etc.  All in all, I was actually excited about this.  Of course, there were no engineers either, so we were killing the stereotypes on multiple fronts. 

What Actually Happened?

[MINOR SPOILERS FOR THE 13TH AGE SCENARIO “SHADOWPORT SHUFFLE” FOLLOW]
We sat down and everyone but me opened their first drinks (did I mention this was a heavy drinking group?).  I gave a quick runthrough of the system’s rules: covering ability scores, races, classes, using d20 and other weird dice, and other information on their character sheets.  Then, we talked about backgrounds and how they interact with skill checks.  We talked one unique things and icon relationships.  Finally, we jumped into play.  Here are my quick takeaways:

Roleplay Attracts No Specific Type of Person

When I’d first put out the call for GenCon guinea pigs players, the call was wide and to a large group of people (about 25), because I thought that no one would be interested.  I found that quite a lot of people were.  Some were curious because they’d never heard of them.  Others were curious because they’d heard of them, but didn’t know what they were.  A surprising number did know what they were, and had played before. 
Three of my players are from another group that frequently discusses attempting to organize a book club dedicated to cheap wine and trashy, smutty fantasy novels.  I was not surprised when they signed up.  However, I was surprised that one of them was not a fan of the RPG experience.  Another participant, who was a last minute, day of, addition, has been hassling me to organize another home game.  (Don’t worry, law school’s over!  It’s happening!) 
Fortunately, at least one of them had some rpg experience.  This was useful from a numbers management perspective.  Having two people to help six new people wasn’t an optimal ratio, but we’ll discuss that later in the post.

Roleplay Can Be Intimidating for Newcomers

One of my players had initially emailed me saying that she’d love to help out a friend, but she just didn’t feel like she was creative enough to participate in something like an afternoon of roleplay.  I assured her that she was and that if she was uncomfortable, she should by no means feel required to do anything that would upset her.  I was thrilled when she showed up that day though.
This is an area where system choices can have a real effect on new players’ experiences.  Two of 13th Age system tools quickly came into play here.  First, its montage scene feature is a system-neutral tool (it’s not even mentioned in the Core book, just in the adventures and later products) that’s useful for helping players get into their characters. 
·      GM (to Player 1): It took you two weeks to make the journey from Alepha to Betatown.  On the way, there was a great challenge that threatened all of your lives.  What was it?
·      Player 1: A man-hunting bear trained in the art of the shuriken stalked us through the forest of Beasties.
·      GM (nodding): Yes, it was a terrifying time.  But, Jord the Crazed Sword Mute saved all of your skins.  How did he do it?
·      Player 2 (playing Jord): Well, you see, it went something like this…
Montage scenes involve no rolling of dice, merely storytelling.  They are a great way to invest players in the story without needing a single mechanic.  It’s also exteremely useful for helping those players who are concerned that they’re “not creative enough” to get involved.  It’s loads easier to ask a player to give a minor detail (or set up a problem) than it is to say, “You’ve got this sheet full of stats, tell me its story.”
Deep in the Red makes use of this in other ways two.  At one point, the players meet an NPC.  After the GM gives a very brief initial sketch, each player is invited to give a detail about that NPC’s appearance and/or mannerisms (which resulted in my having to act like a physically big man with a small boy’s voice).  That’s a great way to let players develop the world: it takes work of my shoulders while investing them in the experience at the same time.  Sure, it was a pain keeping my voice high and occasionally cracking it, but my players were invested and actively listened to what the NPC had to tell them.
Deep in the Red also assumes that each of the characters owes one of the Icons, major NPC organizations in the game system, a favor.  That Icon is the Prince of Shadows, an archetypical master thief figure.  The scenario begins with the Game Master informing the players of this debt.  Each player then has an opportunity to explain what, exactly they needed and how, exactly, the Prince helped them.  This was very useful for getting players in character.
And that player who thought she wasn’t creative enough?  Well, after the party recovered the MacGuffin they were sent to find, she had a really sneaky idea.  Since the party was working for a master thief, why didn’t they just have a copy of the statue made and sneak off with the real one themselves?  Not to spoil a major reveal at the end of the scenario, but what’s supposed to be a big surprise for the PCs turned into a much bigger surprise for the NPC questgiver.  And the PCs were thrilled to see that happen (not to mention paid double for stealing only once!).

Newer Players Preferred Story over Context

I provided the info map above as a flip map in the center of the table.  My goal was to quickly convey system information (yellow) and setting information (pink) with a visually appealing backdrop.  To some degree, it worked.  To other degrees it didn’t.

What Worked

Pelgrane Press provides a beautiful, hi-res, image file of the map of the Dragon Empire.  Gaming companies put these things out and as a Gamemaster, you should run with them.  Obviously, don’t abuse their intellectual property (most companies detail how you can use these materials for your home games somewhere in their core rulebook or attached to each product).  Remember, many gaming companies are small and thrilled to have you interacting with their materials and the authors themselves will love seeing what you did.  So, get out there and do it.  Focus on what you’re best at, but don’t be afraid to stretch out—graphic design isn’t my field of expertise, but I think I did a pretty good job throwing out a 24x30 inch flip map that got everyone’s attention.
The bare bones information was helpful here.  Being able to point to the gazetteer information on Shadowport (which paraphrases the 13th Age Core entry on the city with a bare-bones explanation) and then tell them, “And that’s ALL anyone…you or I…really knows about it right now,” helped cement the setting’s malleability in their heady.  Similarly, defining the Icons enough to give them flavor but without setting them in stone was helpful.  If I run a similar campaign, I’ll consider using the 7 Icon Campaign aid.  13 Icons are great if you’re a voracious reader or a regular gamer, but if you don’t have a wide breadth of fantasy they can get a little tough.  Additionally, at least for a one shot, I wouldn’t be afraid to cut down on Icons in the future.  I don’t remember if any of my players had a relationship with the High Druid, but I do know it likely didn’t come into play in a highly urban setting (though, who’s to say it couldn’t?).

What Didn’t

A wise man once said that the rent in New York was just “too damn high.”  Mechanics information is just too damned complicated.  I wanted a simple reference guide that my players could refer to while moving through the story.  What I realized is that mechanics information is something that really has to build upon a strong foundation.  Most of the yellow space on my map could easily be replaced with more pink content or (even better), freeing up some of the underlying map to be seen.

Newer Players Preferred Roleplay Over Combat – BUT mechanics matter!

Remember when I said that mechanics needed to be built over time?  I was blown away by this.  In fact, my last blog post of last summer posited that system mastery would be the least important factor for any new player—that was why I chose a rules-light game like 13th Age over something like Pathfinder.  But, without the concepts attached and a strong explanation of those rules, sometimes things felt a little bit arbitrary.
This was especially true in combat situations.  My characters did not like combat.  But, they loved skills challenges.  They even loved how ridiculous situations got when they failed forward and more and more off-the-wall ideas were required to get them out of a jam they’d just created.
One player commented that she wished that we’d had more time to go through the character creation process.  This has helped me a lot—I’ve realized that a session 0 and a Microscoping session for worldbuilding are essential for a longer-term campaign.  Similarly, for a one shot (especially one where the play is only supposed to last two hours), offering those who want to make their own characters an opportunity to drop by a couple hours early and do so will only enhance the experience.

Go Forth and Play!

So, those were my lessons:
·      Create situations where your players can ease into roleplay and they won’t even notice how deep they get – cook your players frogs slowly;
·      Make sure you’ve got a story everyone can relate to.  It doesn’t have to be plain vanilla European fantasy (Deep in the Red is a pretty obvious Maltese Falcon knockoff), but it does need to be relateable; and
·      Ensure that players get a good grasp of the underlying mechanics and they’ll come up with ways to employ them destined to drive you crazy.
Good gaming!


Friday, July 17, 2015

Rules-Creativity Matrix Implementation for Sunday's Test Game

The Setup
On Sunday, I have a group of friends coming over to play 13th Age.  They are helping me get some gaming experience under my belt before I run several games for Pelgrane Press at GenCon at the end of the month.  To the best of my knowledge, only one has any role-playing game experience.  The other five are complete newbies to the hobby.  So, in addition to making sure that I’m able to efficiently run the system, I want to make sure that they have a good time.  They are all highly creative people: a lawyer, a high school principal, an event planner for a museum, an engineer, a scheduler for a member of Congress, and a real-estate entrepreneur (the one with the gaming experience).  The entrepreneur’s experience runs to Pathfinder, so I’m hoping that he’ll find 13th Age’s more freeform style to his liking.  I’m attracted to how it is story-driven.  I’ve recently finished reading Karl Bergström’s Creativity Rules: How rules impact player creativity in three tabletop [games] from the 3rd issue of the International Journal of Role-Playing.  Consequently, I want to consider how implementing different types of rules in my game can help my friends have the best time as we play 13th Age.  Of course, I’ve got to run the basic 13th Age engine—it wouldn’t make much of a training session for me if I didn’t—but that engine is flexible enough for me to play a little fast and loose.

My goals for my session:
·        Everyone has a fun time
·        Players feel actively engaged and that they have agency in
o   Designing a world and
o   Telling a story in it
·        Players feel that they quickly achieve “systems mastery”
·        I master the rules

How the Article Will Help Me
Bergström’s article studied six groups of role-players who each played sessions of three different games.  Bergström then considered how the games’ different rule systems affected the play experience.  The games were Dungeons & Dragons 3.5/Pathfinder, World of Darkness (new edition), and Legends of Anglerre (FATE).  2 groups were chosen as most familiar with each system but each group also played games in all three systems (that’s 36 games in all for those counting).  Through watching live play, one-on-one interviews, and interviews with the play groups, Bergström considered how the rules interacted with different types of creativity.  Bergström’ identified six types of creativity and nine rules functions.  By looking at how the two interact, I’m hoping to use this knowledge to get an idea about how I can best tailor my game for Sunday.

Types of Creativity I Want in My Games
·     Narrative (story) creativity: Ability of potential to create a good story, usually going outside your specific character and looking at the story as a whole.
·        Acting creativity: Being creative in the portrayal of your character
·   Game-world creativity: Used to create the setting and elements within, including characters backstory, geography or inhabitants of a region, organizations in the game world.
·     System creativity: Creativity required to adapt rules system to the specific group and its needs and wants.

I role-play to tell stories and that’s what the types of creativity I prize most are focused upon.  I’ll take a look at what the rules elements are that best help to encourage these types of creativity and try to emphasize them in my play.  I’ve added systems creativity to this list to remind myself that one of the best points about systems creativity is that I can take systems that might not emphasize these types of creativity (or actively emphasize the types I’ve outlined below) and modify those systems to better reflect the result I’m looking to achieve.

Types of Creativity I Feel Are Creative Outlets for Players Otherwise Constrained by the Rules
·    Gaming creativity: Creativity in using the rules towards a specified outcome.  This includes optimizing characters and choosing the correct action rules-wise at any given moment.
·      Problem-solving creativity: Relationship between the player’s ability to solve puzzles, etc. and the character’s ability to do so.

To me, these two are somewhat related.  Honestly, I am not sure that I’d even have considered problem-solving creativity as a category in and of itself.  To me, it’s the result of friction between the forces that push towards gaming creativity and acting creativity.  As such, I’ve marked it in yellow and am content to ignore it.  I am not a fan of gaming creativity (which is ironic, since the game I play most often is Pathfinder).  This is likely because of my day job.  As a government affairs representative for a trade association in Washington, DC (I’ll leave you to puzzle out what that’s a euphemism for), I’m often working the rules to my advantage in my day job. 

I certainly find it useful to have an understanding of how rules underpin systems.  But, that’s my work.  Role-playing is my play.  So, it’s not a judgment call that systems that encourage players towards gaming creativity are bad, per se.  Rather, it’s the fact that I have to do gaming creativity with the rules I work in all day long.  So, I’m less inclined to want to do so when I’m on my free time.  Similarly, I don’t much enjoy talking about politics after hours.  Ironically, my favorite role-playing games are the ones that are focused on skills and role-play versus combat.  Political intrigue is always a good draw.  But, if I’m going to get involved in those things, I want to do it in a setting that isn’t Washington, DC in the current day.

Flavors of Creativity / Role of Rules
“Narration first” vs. “rules first”
Rules as arbitrator
Rules as creative coolant
Rules as consistency provider
Rules as inspiration
Rules as support
Rules as communication
Rules as randomness
Rules as diegetic control mechanism
Narrative (story) creativity


X
X





Acting creativity






X
X

Gaming creativity

X





X

Problem-solving creativity
X


X





Game-world creativity
X



X




System creativity
Meta and uninfluenced by rules

A Few Rules to Rule Them
So, now that I’ve got this information, how should I implement rules in a game?  As I look across the green bars, there are no Xs that appear in more than one bar.  If there were, I’d focus on that rules element most.  Instead, I’ll work at it from the other angle.  Rules functions that relate only to green should be emphasized; those with green and yellow results should receive less emphasis; those with green and red results should receive even less emphasis; and those that have no green results should receive the least emphasis.  At that point in time, we bring out the meta-rule of system creativity to make the tweaks in the next section. 

Considering how to teach the game and make it enjoyable for my players, in a nod to gaming creativity, I’ve optimized the rules functions.  Having done this, I can go ahead and look at mapping what I want out of my game in the way that I use the rules to define the gaming experience.

Most Important
·     Rules as inspiration: I want the rules and options to help my players come up with character concepts.  As such, I will want to help inform players without overwhelming them.  In 13th Age I’m trying to do this by using semi-pre-generated characters.  Mechanically the characters are all done except for a few parts.  The characters’ background/skills, one unique thing, and icon relationships have not been chosen yet.  I think that creating backgrounds and one unique things will help the players better identify with their characters.  I’m hopeful that the icon relationships will do so as well, but worry that they might be a little too confusing for newer players.  To make this happen, I’m engaging in a little bit of system creativity.  Rather than giving each player 3 dice to assign under the assumptions in the book, I’m going to ask them to pick a heroic or ambiguous icon that they have a positive relationship with and to pick an ambiguous or villainous icon that they have a conflicted or negative relationship with.  We’ll do two dice rolls instead of three.  I feel like this simplifies things while allowing some level of control over the story.
·        Rules as creative coolant: The last time I was explaining playing Pathfinder to a new player, a lawyer was in the room and remarked that knowledge of the rules was remarkably similar to having to know case law.  In fact, I feel like this is very true.  So, I want things to run as simply as possible.  I’ve made a single page poster that presents skills, one unique things, 1-3 sentences about each icon, and very basic information about the 13th Age setting.  Where possible, there are examples.  At the same time we use the rules as inspiration, I want to reinforce that they all fit on a single (albeit small poster-sized) page.
·      Rules as communication: This one is easy.  I just need to remind my players that the rules are abstractions and exist to help them envision concepts that are inherently unquantifiable.  We’ll talk a little bit about failing forward, envisioning your character from your stats, etc.  But, we’ll also talk about how the rule of cool trumps the rules as written (see “rules as arbitrator” at the bottom down there?).  But, because I want my players to feel like they have agency, we’ll talk about how the rule of cool is what everybody at the table thinks is cool rather than what I, as the GM, think is cool.
·   [Rules as support] / [Rules as diegetic control mechanism]: These rules didn’t have any creativity functionality in any categories.  But, I feel like they are important for establishing player agency.  I’ve covered this in the section above, but I want the players to know that the rules give them some level of control from my arbitrary whim and that when we ignore the rules, we do so as a group.  It’s my hope that emphasizing that will reinforce their agency as active participants in the story.

Less Important
·        Rules as consistency provider: This actually links into the above thoughts, except that it focuses more on internal consistency.  That’s more important for a long-term campaign where the goal is more about simulating a long-term story.  Here, the goal is actually about teaching the game and having fun.  Internal consistency has its place (and I admit that it’s mobile on this list), but for Sunday it’s on the lower end of the spectrum.
·        Rules as “narration first” vs. “story first”: I don’t care much if my players narrate their actions before applying the rule or announce the rule and apply it before narrating their action.  They are first time players.  In fact, I’m throwing out both and focusing on “intent first.”  What my players intended to do is what matters most.  That gives them the opportunity to play into the story, but without feeling burdened by adhering to the rules.
·        Rules as randomness: Dice rolls create randomness.  I like randomness.  But, dice rolls are not rules.  Also, dice rolls are a great opportunity to allow players to be creative.  Failing forward will be important here.  In fact, at first I was surprised to see rules as randomness to land here.  But, upon reflection, even for 13th Age, this makes sense.  Since most of a player’s rolls will be skills, the optimization that occurs is the push to design a character that’s able to make the skill roll in as many situations as possible.  I hope my players don’t feel the need to do that.  Ideally, the 13th Age more generic adventure design system that allows the GM to focus in and customize the situations to the one unique things, backgrounds/skills, and icon relationships that the players have chosen will help leave the illusion of randomness without pushing my players towards feeling overwhelmed and like they need to master a system that is unmasterable.
·        Rules as arbitrator:  Least important—this is the rule of cool issue.  If I and the players at my table think that what the player wants to do or whatever else might happen is the best idea for the story, it happens.  This may be less applicable at GenCon because better rules knowledge often means that someone has to act as arbitrator.  That means either rules as written or GM fiat.  While those can be necessary, I pray that they won’t be.  For Sunday’s game, I’m almost sure that they won’t be.

So there you have it.  I’m hoping to get a good post-mortem post up on Sunday night as well, highlighting what I feel like went well and where I need to improve.  Come back and see how things went down!  This article drew on many pieces for support and I’d like to thank the authors and presenters whose thoughts and words have been useful to helping me get to this point of comfort as I prepare for this weekend’s game:

Karl Bergström, Creativity Rules: How rules impact player creativity in three tabletop [games], International Journal of Role-Playing Vol. I, Issue 3.
Jessica Price and [sorry, I couldn’t catch her name], Introducing New Gamers to Pathfinder, http://knowdirectionpodcast.com/2015/06/paizocon-2015-introducing-new-gamers-to-pathfinder/.