Showing posts with label gameprep. Show all posts
Showing posts with label gameprep. Show all posts

Wednesday, September 9, 2015

Cartel: thoughts on prepping for the first session of a crime drama

I ran Cartel last night, a game for telling crime soap operas in the spirit of The Sopranos, Breaking Bad, and The Wire. It's set inside the world of Mexican drug cartels.

It was a really successful session -- successful enough that what I thought might be a one-shot is going to turn into at least a two session thing.

I spent a lot of time thinking about how to make sure this session hit the ground running. I combined Cartel's advice with my experiences running Monsterhearts at conventions and came up with this:

* clearly pitch the genre and set expectations for where the conflict will come from

* identify the fundamental conflicts for each playbook

turn each player's selected playbook moves into a conflict or situation that needs to be dealt with


* enmesh the playbooks' NPCs into problematic situations

* turn the characters' histories with each other into active bits of the game's opening

By doing all of this, I created a list of bangs I could use if I needed to. I also created a list of bangs from the crime fiction I've been reading and watching (The Power of the Dog, Savages, Traffic).
Stuff like a drug shipment being observed by the DEA, a money mule taking off with cash you paid them in advance. That gave me a ready-made supply of bangs to introduce into the game if I needed them.

That took quite a lot of set-up time (maybe an hour?), but paid off brilliantly. When combined with the choices each player made about their characters and the series of botched beginning-of-session moves to set the scen, we had a lot of immediate trouble going on:

* Jolanda, the wife of the cartel boss, had a secret second family, which the DEA decided to use as blackmail to turn her into an informant. Pepa, a dirty cop and Jolanda's former lover, had to decide what to do with this information

* The two least-capable characters (Diego the street kid and Hector the meth cook) found themselves trapped in their underground meth lab as two enforcers from a rival cartel broke in to kill and rob them

In more detail, this is what I did:

When we sat down, I told the players that this is a crime soap opera, in the vein of The Sopranos, Breaking Bad, and The Wire. You play the criminals and your lives will inherently be difficult, with competing demands from family, the cartel, and law enforcement.

As a soap opera, you should not play safe. Each playbook has sources of trouble embedded into it: you'll be expected to embrace that trouble.

Then I took a trick from how I like to run Monsterhearts at conventions. During character creation (especially when we're figuring out the histories between characters), I find the moments of crisis. Then I bring them up in play immediately. In Monsterhearts' supernatural romance, that's stuff like being seen watching a neighbour through a window or discovered over a dead body.

In Cartel, the histories are filled with situations like starting to deal with another criminal organisation, forming a plan to make some real money, and suspecting someone is undercover.

(I really hope there's an 'undercover' playbook. If not, I suspect I'll want to write one!)

Anyway, turning the histories into active bits of the game's opening are a great creative support for those initial scenes where everyone's finding their feet and the fiction's still coming alive. There are also a few options that aren't so appropriate for openings, but holding onto them for later created explosive scenes.

* Diego is high on pain-killers after getting shot in the meth lab and from injuring himself racing to get a gas mask when Hector created a toxic gas out of some leaking chemical. That's the worst time for him to meet his cousin Jolanda who wants him out of the business. Slapping, bribery and public screaming ensued in a crowded cafe while cartel enforcers watched the whole thing.

Of course, some of the playbooks have beginning of session moves that destabilise things too. The boss finds out if they're in control of their territory or whether there's trouble brewing. In our session, we had the meth lab break down, the cop fail to find out that the police are moving in on the cartel, and the cartel boss lose control of his territory which triggered a robbery.

The playbooks also contain three other elements it'll be essential to draw on (and these are either directly stated or implied by the rules):

* The basic concept of the playbook: if you've chosen it, you'll want to deal with the conflicts inherent in it. A halcon may have to deal with someone short-counting them, a sicario will have to enforce the jefe's will.

* the moves each player selects: I've started listing those moves out, and finding ways to dramatise them into a conflict or situation that needs to be dealt with

* the NPCs: most of the playbooks have some great NPCs you can enmesh into problematic situations. Making a note of those and then either bringing them into the game or having them make conflict-generating off-screen actions will be essential.

We ended the game with three crises unfolding:

*The street kid with ambitions to move up the chain of command had just gotten together with his gang to snatch one of the military-trained enforcers from the rival cartel

*The hitman had followed the cook who's been kidnapped by enforcers from a rival cartel. He's about to shoot his way into a rescue.

* The cartel boss had just learned (from the dirty cop) that his wife was going to inform on him, just as she had seduced one of his enforcers to let her into the boss' office to search for information.

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How would you prep for a game of Cartel or for a convention session of an Apocalypse World hack?

Tuesday, July 28, 2015

The Warren: First Impressions and preparing to play tonight

I've been interested in running The Warren (formerly Lapins and Lairs) for a couple of years. It's a game inspired by Watership Down and other 'intelligent rabbit' stories.



Hopefully I'll get to take it for a spin tonight. I've already had a quick read through it and it seemed well organised and logical. Now I'm going to dig a bit deeper. I'll post comments as I go, reflecting on the game.

I'll link, here, to any actual play write-ups or reviews that I do.

The Warren is being kickstarted right now.


Wednesday, July 15, 2015

Ryuutama: preparing to run it for the first time

Ryuutama is a fantasy game of travel and exploration. I've been looking forward to digging into it for a while, to see how it works.

Here's what I know at the moment:

  • Players portray non-traditional fantasy RPG characters like tinkers and bakers. They are not adventurers.
  • Every character is hit by wanderlust (this is a normal and expected part of the setting) once during their lives. A game of Ryuutama covers the travels of a group who get wanderlust at the same time
  • Wilderness travel is a big thing in the game (which situates Ryuutama near games like The One Ring and -- I think -- Chuubo's Marvelous Wish-Granting Engine)
  • The GM portrays a dragon who looks after the travellers
  • There are four different types of dragon a GM can control. A ... Winter (?) Dragon is one that signals a dying world.

I'll post my thoughts in the comments as I get a chance to read the game. Which, by the way, looks beautiful and (on an initial skim) clearly-written and logically-presented.


Tuesday, July 14, 2015

Wield: a fun game that I need to get better at GMing

I ran my first game of Wield last night, for four players. You play vatcha (intelligent magic items like The One Ring or the Luggage from Discworld), and the poor saps who own them.

One of the players described it like so:

"Tonight, Matt and I had a duel of wits as adversarial artifacts and their bearers. I played a magical finger and a scholar bearing a magical gauntlet. He played the magical gauntlet and the owner of the magical finger.
Yes."



Some observations, in no particular order:
  • The central tensions between the vatcha (the magic items) and the heroes worked well.
  • It wasn't quite as easy to let the players generate their own stories as I thought. I may need to steal the idea of player-generated Bangs from Sorceror and my own 'take note of highly charged situations and play them immediately' technique from Monsterhearts.
  • The web of social relationships in the game challenged my savannah-optimised primate brain. With four players, it was just on the edge of what I was able to handle. Most team-based games (eg. D&D, Shadowrun, Leverage) have an easy-to-track 'us versus them' dynamic. In terms of games with (fictional) social complexity, I think it goes: Monsterhearts --> Wield --> The full version of Left Coast
     
  • I definitely needed to create my own play aids, in order to understand the combat rules. I've broken it down into a 5-step process, which is easier to follow and adjudicate.
     
  • Combat and overcoming obstacles are lethal. They're great situations to force vatcha players to decide whether to give the heros more power (and therefore more control).
     
  • After consulting with some Wield GM-gurus, I can see the following player arrangements working:
    • A 3-player game where everyone plays artefacts and heros
    • A 4-player game where everyone plays the hero for the vatcha on their right or (for a far more focused game, you have two vatcha players and two hero players) 
    • For 6+ players, have half the players playing artefacts and half playing heroes.
  • I found it much easier to invent destinies for all the heroes. Those destinies also gave me tonnes of NPCs and locations to track (which is a good thing). ... The rules say to randomly assign heroes to the vatchas. When I created heroes, I riffed off what the vatcha players were coming up with. That made me suspect I could be better for the GM to assign heroes to players (at least at first).
  • As well as creating a relationship map, I probably need to track the history that the vatcha players create. I definitely need to track each vatcha-hero combination: I was getting really lost in doing that.
  • There's nothing that really points the vatchas at each other. As a result, the stories can drift apart a bit. That's probably fine in a multi-session game. I'll need to think about how you'd optimise it for a convention game.

So, I'd run this again ... after I refine some of my player handouts and streamline some of my 'how to introduce and frame the game' notes.

I'd also think about providing some pre-generated vatchas (to speed up a convention game). I've created 'playbooks' for the vatchas but I think it probably needs to be even faster to hit a climax in a three-hour slot.

Friday, July 10, 2015

Undying: preparing to run it for the first time

Undying by Paul Riddle is a diceless RPG about vampires preying on humans and fighting each other for dominance.

I've been interested in it for a couple of years now. It's currently being kickstarted and the rules are available for free over there: Undying kickstarter

I'm going to read through it over the next couple of days, posting my notes in the comments. I think this is something it'd be fun to run, soon.

How do you prepare to run a game for the first time?

There's that moment when you've read a game you haven't played before: the moment you decide you're actually going to run it.

What sort of techniques do you use?
 
My process is to try and build up a mental picture of what a play session would be like, and what information I'd need in order to run it well. I do that by:
  • asking questions
  • identifying gaps in my understanding
  • clarifying the designer's intentions--through my own reading of the game, if possible
  • looking for reference sheets I can use while I'm playing / running
It ends up being a bit like a reader's commentary.

This is something I think I'm going to be doing regularly here. I'll use the hashtag/label: #gameprep

Here are some examples:
I've just analysed Wield by John Wick and Gillian Fraser, which looks like a great game and got rave reviews at Kapcon this year.

Here's the second half of one for Circle of Hands by Ron Edwards.

I'll make an initial post here, and then put my follow-up comments on Google Plus as I read and ask questions. I think that's the best way to keep all of my observations in one play, that's still searchable later on.
That may or may not be followed up with an actual review of the game.