RPGs and Wish Fulfillment

Over the years, I’ve been often accused of using roleplaying games as a form wish fulfillment. If this is true, I’m one sick fuck. I thought I’d say ‘one sick puppy’, but that just doesn’t convey the kind of behavior my characters have exhibited. After all, puppy is cute and playful. My characters are twisted and broken. Not necessarily (or usually) evil. Just – you know – different and eccentric.

Admittedly, there was a time when this was true. I did use RPGs as a form of wish fulfillment. I have played a billionaire, with a hot wife and a huge arsenal of guns. That was me when I was a teenager about twenty years ago. Since then I’ve played cowards, religious zealots, and brutish henchmen. I don’t think these are things people would assume I dream about.

But anything sexual is always different. When my female character is basically a serial rapist, often forcing men to the ground and then just punching them in the face until they comply, someone out there would think I’m living out some sort of fantasy with the GM (or the MC in this case) and the other players as more or less willing participants.

When my 14-year-old witch (quote from here)

[..] seduced a 17-year-old werewolf, broke several taboos as parts of spells (drank the semen of the werewolf from a condom, masturbated with a game console controller, forcibly sat on the face of the ghoul), lost control of herself and withered the faces of both the fae and the mortal, tried to kill the ghoul by undoing his stitches, and ate a huge amount of mushrooms (yes, the naughty kind).

I don’t think I was living out a fantasy.

Actually, even though I enjoy playing these very transgressive characters (not always, but often), I think quite the opposite. I’m not thinking ‘wow, I’d like to do that’. I’m thinking ‘how in hell did this person become this monster of a human’.

Maybe this is somewhat outdated, actually, because nowadays, my characters are more like victims of their circumstances than just sociopaths, who can’t fit into society. I always used to think my adventuring characters had to be broken somehow. Otherwise, why would they leave the comfort of home. I mean, it doesn’t pay that well, the conditions are generally horrible and risks are enormous. Sometimes it pays off, but mostly adventurers are basically just sad people, who go out and risk their lives to buy better armor, just to go out to get money for even better armor. Most never get to enjoy life in any meaningful way.

There must be something very wrong with a person like that and this is often what I think about when I play my characters.

For example, the aforementioned woman, who rapes men. She’s the toughest person around (her character sheet says so, so it must be true). It wasn’t always so. This is a world, where the norms of our world don’t often apply. Therefore, the way I see it, much of her childhood was about this twisted approach to sexuality. She was horribly abused as a child and never learned any other way to relate to men sexually.

The witch, on the other hand, was from a very rich family and could basically get anything she wanted, but was also largely neglected and left on her own. She coped with this by wrapping herself in her studies, becoming more and more insulated, but having more and more technical and theoretical knowledge about all sorts of things, often misguided, when there are no good resources available. Like for example, how to get protection from a guy.

I did recently try to break this mold in a PathFinder game. My character in that game is more oblivious about the dangers of the world, despite her (yes, a woman, again) genius-level intellect. She’s more about just taking in the world as it comes and enjoying her first big adventure after graduating from the wizard school, where she was cooped up for most of her youth. We’ll see how that goes.

Conversation in RPGs – Thoughts spurred by Vincent Baker at Ropecon 2013

This might be old news to some, self-evident to others. I realised something quite nifty. Maybe it isn’t extraordinary, but it clarified things, and things clicked in my head.

At Ropecon, I listened to Vincent Baker talk about game design. He’s a veteran of the Forge, which to some equals obscurity and “theory jerk” – actually he has referred to himself as such – but to me his theoretical stuff is very lucid and interesting. His thoughts on game theory and especially the terms he uses strike me as relevant. That is, they help me think about roleplaying games, their rules and what’s happening at the gaming table.

One of the things he talked about was the interaction in roleplaying games between 1) people, 2) the physical game components, and 3) the conversation among players. Not “the imaginary space”, mind, but the conversation. What we talk about at the table. In chess, for example, the conversation doesn’t matter. People might talk about the game, but from the standpoint of what chess as a game is about, it doesn’t matter. In roleplaying games, said Baker, the conversation is the thing. And here’s the thing that actually made me think “mind = blown”, and I actually hate that expression, so it’s a big deal to me. I hope I get it even approximately right.

The rules of the roleplaying game are there to modify the conversation we’re having, to ensure that what we’re talking about is relevant to the game.

In Apocalypse World, and other games using the same engine, the rules direct the conversation by asking questions (among other things). For instance, if you try to notice stuff about a charged situation, the roll isn’t a binary situation of pass/fail. Instead, you get to ask stuff: “what’s my best way out of here?”, “what’s my enemy’s true position” and so on. The MC (the fun name for the GM in this game and one that I’m proud to sport) is supposed to invent the answers on the fly – that is, to engage in conversation. (If you fail, the MC brings forth other interesting stuff into the conversation.)

Compare this to the way I’ve run Call of Cthulhu or Unknown Armies (both of which I love, so please refrain from using your internet equivalents of 88mm’s): if you as a player succeed in your roll, I give you a pre-made answer – if you don’t, I’ll move on. I might be wrong, but in a roll like that you kind of roll whether you get access to the GM’s mind and notes. The GM’s task is to withhold stuff and try to covertly run the game in a direction only he knows – a sort of Grey Eminence. (Now, I always wanted to run Unknown Armies in another way, but I didn’t know how ten years ago. There are a lot of ways to run CoC and UA.)

In Apocalypse World, you roll to see which direction the conversation and the game is going. It’s creating stuff together, getting the conversation flowing.

In some respects, Apocalypse World isn’t very far from structured freeform. Sure, AW has dice to randomize stuff, but the main thing is the conversation you’re having among friends. You bring forth stuff and riff on other people’s ideas.

More on Ropecon later.

RopeCon 2013, part Sunday (MustaJumala)

Ah, Sunday… Breakfast was mediocre again. I guess bacon tastes pretty good, even if it isn’t crisp, but there’s just this idea in the back of your head that it might not be edible, even though it clearly is cooked. I was thinking about going to a lecture, but turns out one of our party wasn’t feeling well for some peculiar reason, so I took over his GMing slot at the last minute (actually about 15 to 20 minutes late, but anyhow). The lecture was shit anyhow, according to Lauri, if we were talking about the same thing.

Again With the Quiet,
or
A Year of Religious Schism

The game I ran was the same game I participated in on Friday, The Quiet Year. This why I questioned the replayability. Yes, many things were very different, but often there were similar patterns, because the cards often take you into the same direction.

Not to fault the players. They were very patient with the hassle in the beginning and despite the cards pulling them into the same direction as the last group, they kept it interesting. Less fantastical, even with mutant dogs and dwarves living under a mountain kidnapping our kids, but still, less fantastical than the kraken. Again, religion had a major influence on the game. Throughout the year, the animistic and the Christian elements of the community fought over everything, but in the end, the animists slaughtered all the Christians, despite their own inner conflict between their leading figures known simply as the High Shaman and the Ugly Shawoman.

All in all, somewhat less raucous then the Friday game, but no less enjoyable, with a somewhat more coherent plot. Either way is fine and in both games people did seemed to learn during the game that although the community would fight for their survival the best they can, we as players shouldn’t be bothered about their survival, because they’ll just die in the end any how.

The Sealed Deck Challenge,
or
The Big Mess

While I was running the game, my friends had decided to get some booster packs of M14 and play a sealed game. Actually, one of them was sleeping on the lawn in front of the building where all this was happening. Poromagia was selling packs at a discounted price, so why not join them. Buying packs is generally not advisable, but playing limited (draft or sealed) is good value.

Not really knowing anything about possible archetypes in the format, I felt I had a weak pool. I went for a strategy of keeping the opponent at bay with plenty of green blockers on the battlefield and a few white fliers with some enchantments to back them up. Nice, in theory. I just didn’t draw any of the flier in any of the three games I played.

First game was a disaster for me. I had a pretty poor opening hand, with only a [scryfall]Gladecover Scout[/scryfall], some things to throw on it and land. Then things got worse, as I only drew land for the rest of the not very long game. I took out some of the manafixing, which I had left mistakenly, as I dropped my third color late in the process, and went back in.

Now, my opponent was completely manascrewed. He had two plains on the table, which let him slow me down considerably with three [scryfall]Pacifism[/scryfall]s. Still, it might have been slow, but my win was inevitable. Turned out my opponent had messed his mana and didn’t actually have much of it in his deck.

Well, after two disastrous games, the third one seemed to stall. Neither of us really got anywhere. This is the problem with sealed. I didn’t get any very good bombs (some pretty good ones, though), so I couldn’t really finish the game without grinding my opponent down with small steps. He, on the other hand, had a [scryfall]Millstone[/scryfall]. I did manage to win after his patience dried out.

That was the only match I played, as my ride was leaving.

Final Words

I had fun. The real hero of the Con was probably Buried without Ceremony, the company behind both The Quiet Year and MonsterHearts, but I feel I got pretty lucky with the games I played and the people I played with.

Hint: Avoid fantasy games, if you want good roleplay. I went to the Barbarians of Lemuria game only because I knew the GM and have trust in his ablities. Otherwise, just stay away from them.

First Set of Ropecon Pictures

There are just too many photos to go through with just one sitting. Here is the first patch of images from Ropecon.

RopeCon 2013, part Saturday, ad addendum (MustaJumala)

Forgot about a random encounter I had in the sauna at the hotel.

This wasn’t a long encounter, but I just met some guy who had just had a lecture on spying in RPGs. The Finnish descriptions can be found here and here. I generally don’t go to these lectures, but maybe I should have. A very interesting topic and from the short discussion I had with him, I think the guy had a very interesting perspective, putting emphasis on the individual and how one copes with the circumstances spies and agents are put in.

Furthermore, when I asked him about the system he’d use for such a game, he recommended Gumshoe with perhaps elements from Stalker. I have played neither of them, but I am sort of familiar with what they are about. Sounds very good, actually. Especially, if you want to play in the style of lets say Tinker, Tailor, Soldier, Spy, where the pressures of the job are immense and often get to you.

Maybe someone should do a AW-hack based on this.

RopeCon 2013, part Saturday (MustaJumala)

I was thinking I’m going to be brief about Saturday, but apparently that was not in the cards. Less pics today, because I just forgot to take them.

Hearty breakfast (read: a lot of calories), although apparently the hotel wasn’t ready for the influx of overweight nerds as much of the food was subpar compared to last year. There were a lot more con-goers at the hotel. Perhaps I’ve now completely corrupted the whole scene with my personal need for a comfortable bed.

2.1 Adventures in Going Big or Going Home
or
… well, I’ve got nothing

Saturday morning, I took part in a Barbarians of Lemuria game. Its a Sword and Sorcery game in the spirit of Howard and other pulp fantasy writers. You get your share of strange monsters and rascist stereotypes of native people. Both were prominent.

I had some experience with the game from last year. At first, I was going to play a character with some magic and go against the stereotypical warrior. Then I saw the other players making similar characters, so I started from scratch (which doesn’t take long) and made a warrior. Not stereotypical, necessarily, but someone who can do damage with his mighty axe.

The game itself is not very deep. You hit things and you do your best to make it seem cool, so there’s a lot of leaps into huge monsters, chopping off heads, using the environment to your benefit and stuff like that.

Now, I had a secondary goal. I had promised to take part in the Live Bloodbowl tournament. So, I needed to get out of this game on time. Thankfully, the GM had managed to wrangle himself a spot on the game run by D. Vincent Baker, so he had a time limit as well.

I didn’t manage to kill myself in the game, but it wasn’t for the lack of trying. I did leap at the face of a giant sea serpent while seasick, then to the top of its head after it had thrown me down, threw an axe at a native, thereby losing my only weapon (although I did kill him against the odds), and later on I tried to get eaten by a giant worm/snail monster. Admittedly, I did let the red shirts take some of the risks, because if I die, I die like man, in combat, not like a red shirt, in a trap.

2.2 There’s an Actual Ball?
or
The Awkward Sight of Shirtless Nerds

Lauri has some pictures of this, so maybe I’ll edit this later on to add them. We’ll see.

There wasn’t any mention of this on the RopeCon website, but we had knowledge of this beforehand, so we had assembled a team. The team did have a few last minute additions, because of scheduling, but we had a team of four dwarves and a kraken disguised cleverly as our ogre reinforcement.

The other teams were our nemeses, the orcs, the undead and two different hobbit teams. For a single elimination tournament, five is obviously a very inconvenient number of teams. I guess we sort of got the bye for the first round… I don’t know. I couldn’t really follow what was happening. I do know we lost our only game to the orcs (who had… some insider help), but I personally got a moral victory by achieving more takedowns than being on the receiving end, so no problems there. Although, we dwarves don’t know when to quit, so wait until next year, Joonas. We’re not quite through yet.

All in all, too much waiting around. Some players were very good, like the Cute Hobbit (anyone there knows who I’m talking about) seemed to always read the situation very well and anticipate what the opponents would do. Wasn’t enough though. Generally, not really a spectator sport, although we made some attempts of being a more of a spectacle. On the other hand, there’s only so much you can do with a bunch of shirtless, overweight nerds.

Life of a Vorthos
or
Nice Idea, But Not Really For Me

As defined by Mark Rosewater, Vorthos is the kind of player who is mostly interested in the flavor. Keep this in mind. I am not such a player, which you should also keep in mind.

I went to a demo of a game called Serpent’s Tongue. Their preferred web address seems to be www.BecomeMagi.com. Its an interesting idea and I bet there are lots of players out there who think this would make a great game. I’m just not one of them, being more on the Spikey (out there to prove something) end of the spectrum (I probably shouldn’t call it a spectrum, but you get what I mean).

The basic idea is that you have spellbook. Actually more literally than in most games. You insert spells into the book and cast them from there. This involves both verbalizing and in some cases hand motions. This is where they lose me. If verbalizing and the motions had actual in-game meaning, instead of being a simple exercise in reading the cards correctly, I might have enjoyed it more.

The demo put its emphasis on the flavor, so the game mechanics didn’t shine that much. From what I saw, its a game of adversarial reasoning, in other words trying to outthink your opponent by being able to predict how he or she will play the game. I can’t say the tools for this are really there, because I saw so little of the game itself, but I suppose they are.

I don’t think the emphasis on flavor is a mistake. If the game is about that, why go elsewhere?

Again, this is not a game for me, but if flavor is your thing, you shouldn’t let my stance deter you from buying it. Also, I’m not sure they want it publicized, so I won’t put the code here, but they did have a special price for con-goers. If you want the code (which is eligible until August 4th of 2013), contact me. I’ll see what I can do.

RopeCon 2013, part Friday (MustaJumala)

Ok, I’m back. My shirt smells like sweat demon died in it, although I’ve slept pretty well, I feel like could crash at any moment and I have sunburned my face. At least I didn’t buy a bunch of crap. Except some Magic-cards (which we’ll get to in later parts), Lamentations of the Flame Princess, which I actually bought about a year ago, but only got my copy now, and an artist hand model, which I bought actually before even leaving on impulse, but I could immediately come up with different uses for. Most importantly, flipping people off.

Lets skip the part where our little group sailed (figuratively) to the con itself shirtless. That was not a pretty sight. Besides, this same group was in the same situation again later (which we’ll get to in the next part).

1.1 The Relatively Quiet Year,
or
How the Kraken Won Our Hearts

Because most of the RPGs offered by the Con were not that interesting and juggling the ones that were felt impossible with all the interlapping timeslots, I took the easy route and just took this opportunity to try this great little grem – The Quiet Year.

The game war run by a member of our little guild. Unlike most RPGs, its not the story of individuals, but a community. The community and its history is represented by a map drawn during the game and a few lists (abundance, scarcity and characters). The story is told through a deck of cards. This one was a limited edition done specifically for this purpose, but the normal version is just a pdf, which explains how you can play this with an ordinary deck of cards. In the deck, each suite represents a different season, beginning with spring. From the beginning, we know, the end will come during the winter, but the community doesn’t.

Its a very nice game. I’m not sure how much replayability it has, because obviously, there’s only 13 cards per season and although they are always in different order, two specific cards will happen in the same order 50% of the time. This often means similar things happen, they just happen in different order. I’d at least suggest not playing this game more than once or twice with the same group. New players will always bring something new to the table.

Of course, one problem with games like these is the lack of restraint. Not everything has to be earth-shattering, but its hard not to get competitive.

After a few weeks, the situation looked like this:

The-Quiet-Year

Just a few projects. A new cult is being born and there’s a kraken on the outskirts of the island our people are living on. Enemies were plentiful (but gladly, very slow), dried leaves not so much, plenty of snails, too many old people according to Konstantin.

The-Quiet-Year-2

The final product looked like this:

The-Quiet-Year-3

I don’t understand it either. (Actually, it’s probably upside down.) I guess, you had to be there. Like always in RPGs. They don’t translate well when recounting them.

So what was that thing about the kraken? There was one aroung the island. At some point it had a mate, its cult was one of the driving forces of the story, it fought on our behalf (at least we like to think so), it moved into the middle of the island through tunnels, where it was again a major recipient of worship.

1.2 Its Easy Being Transgressive When You Play a Fourteen Year Old Teen Girl
or
Who Needs a Plot When You Have Players Like These

MonsterHearts

Later that night, we played MonsterHearts. A great game, which I had some experience of. I decided to go for a witch. A 14-year-old nerdy witch, with an eclectic mix of arcane and modern methods of hexing. The others were a werewolf, fae, ghoul, ghost and a mortal.

Artists depiction of the player characters. By Wille Ruotsalainen (sorry about the blurriness, didn't have a good camera on me). My witch is on the left.

Artists depiction of the player characters. By Wille Ruotsalainen
(sorry about the blurriness, didn’t have a good camera on me)

I can’t possibly even try to explain everything that happened, so bullet points from what I remember (understandably I remember mostly what my character did, sorry about that… we do have a comments section if someone happens to want to add something):

  • My 14-year-old witch seduced a 17-year-old werewolf, broke several taboos as parts of spells (drank the semen of the werewolf from a condom, masturbated with a game console controller, forcibly sat on the face of the ghoul), lost control of herself and withered the faces of both the fae and the mortal, tried to kill the ghoul by undoing his stitches, and ate a huge amount of mushrooms (yes, the naughty kind)
  • The werewolf contemplated killing the small dog of one of the NPCs
  • The ghoul tried to eat the ghost and later my innocent, little witch
  • The ghost creeped around stalking people, including stealing the bra of one of the owners of the camp
  • The mortal fell in love with all PCs but the witch at some point, including promising to love the fae forever during sex, which he promptly forgot
  • The fae tried to get revenge on the mortal by sabotaging some death certificates she found in a box which she thought belonged to the mortal, but was actually the ghoul’s instead.

I guess there was a plot that was supposed to happen, but the GM was good enough to let us go with what we were doing. This was a lot of fun. As far as I could tell, everyone at the table was really into it. Perfect storm of system, characters, players and the GM. This is why play at conventions.

In the end, my sweet, little witch walked half-naked, covered in blood and controlled by her dark side into the forest, where she met her werewolf lover, also controlled by his dark side, and left the camp together, probably not to live happily ever after. Although, in a true horror movie tradition, the sequel will forget everything great about this story and just be a slasher.

Sex, drugs and a lot of mediocre music (ok, not really mediocre, but that was funnier than ‘goth music’).

A note for the GM, if you happen to read this, remember: 18, not 15. Maybe 22 would be even better.

Back from Ropecon

The guild just returned from Finnish roleplaying convention Ropecon. It might take a day or two to recover from the weekend (not so sure about MJ’s recovery time), but we’ll give you a full debriefing of everything that happened there.

Stay tuned for pictures and much more!

Ropecon 2013, model: Suvi Salmi

Ropecon 2013, model: Suvi Salmi

The Beauty of Monocolored Decks

Last weekend, during the Star City Games Standard Open (a professional MtG-tournament), there was a monogreen deck in the semifinals. Since there are a lot of great players in these tournaments, this is not insignificant.

You don’t often see monocolored decks in major tournaments. They are just so limited in their functionality. Since every color has its weaknesses, no color is good enough to have answers for everything (well, blue, maybe). Therefore, it only makes sense to play multiple colors in a tournament. After all, if you are going to try and win in a major tournament, you will face many different kinds of decks and although luck and skill are always factors, you can’t really rely on them. Going 15 rounds with room for only one or two match losses, you need to be able to answer a lot of things.

… or you need to find something others can’t answer.

Playing monocolored decks means digging deeper into the card pool than normal. How often do you see a [scryfall]Predator Ooze[/scryfall] in a tournament deck? Its a great card, but it requires three green mana, which is just too much for most decks. On the other hand, it can win games on its own. If your opponent doesn’t happen to have one of the few cards which can deal with it. (Actually, they are plentiful, but only a handful actually get any play.)

So, a monocolored deck can win. At least if the meta is right. My best result (4-0) in my new MtG-tournament career (limited to FNMs, Prereleases and Game Days at this point) was actually with a monogreen deck. Its also largely based on Predator Ooze, but with more creatures. With [scryfall]Rancor[/scryfall] on it, many decks are just helpless. Again, not all, but many.

So, personally I just prefer monocolored decks. In some ways, this is rationalizing something I was doing already for financial reasons (the manabase is often the costliest part of the deck), but I’ve also found that I enjoy the challenge. Finding enough playables in one color in a limited pool of cards is hard. So I do it for fun. I generally can’t win the best players around or the best deck(s) in the tournament, but I do have a win percentage pretty close to 50%. Since I don’t consider myself a great player, the deck has to do some of the work. So they can’t be that bad.

I’ve also played a monowhite humans deck with [scryfall]Boros Reckoner[/scryfall]s and [scryfall]Sublime Archangel[/scryfall]s, and a monored blitz deck to pretty good results.

Of course, these examples are all very aggressive decks. Sadly, this is the way it has to be. Since control decks need a lot of answers, they need a lot of colors (at least right now, in the past there have been great monoblack and monoblue control decks), whereas aggro just needs to be fast and not vulnerable to some random card like [scryfall]Augur of Bolas[/scryfall] and to dodge the midrange decks.

So, basically, if you want to win, don’t use a monocolored deck.