Getting Ready for Ropecon 2014

Tomorrow I will get into a car full of nerds and drive from Tampere to Helsinki for Ropecon 2014 (click here for English). Luckily this time we will have air conditioning. Though in my mind Ropecon is the biggest roleplaying convention in Finland there actually is a lot of other stuff going on there too. Panels, dancing, workshops and various other kinds of games fill up the weekend quite nicely.

This is the third time we are participating and the seconded time we are going in as media. Or actually this year we get the marvellous chance to pay for telling people how awesome Ropecon is. No media passes for the Redemund’s Guild this year does not mean that we are pissed (well, actually it does) and it will not influence our reporting (at least hopefully it will not).

Aki will be running some games (Hillfolk and tremulus) and I will be running from a game to game with my camera. So you can expect photos as well as blogging – hopefully at least some from the premises.

I actually even started a new Instagram account for our Guild. You can follow it HERE to see what is going on. Galleries will follow as soon as I get them edited. So I you have met me during the event I have handed you a calling card directing you here – the pictures will come sooner or later.

As a disclaimer I will add that if you see a picture of yourself and you do not wish it to be visible please contact me and I’ll remove it immediately. I will ask permission for posting the pictures in person but sometimes there can be a mixup. If you want a picture in larger quality for yourself, feel free to ask me for it.

Hopefully everyone will have good time at Ropecon!

Note: If you are coming to Ropecon drop us a comment and we will glad to introduce you to the event and help you in (mostly) any way.

RopeCon 2014 Scenario Competition Idea (Abandoned)

I’ve been thinking about the competition. I had this idea, which I can’t seem to shake, but also, I can’t really get over some humps, so I have to get it out of my head, because I don’t think this is a viable idea for the competition (and couldn’t use it anymore, as I’ve basically published it now). The best way to get it out of my mind is to write about it. Then I’ve processed it and can move on to a (hopefully) better idea.

The idea: Courtroom drama.

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Lauri’s New Year’s Resolutions

I might begin with quoting Aki’s post about resolutions. But screw that. I’m cutting (almost) straight into the good stuff.

Role-Playing Games: Finishing What I’ve Started

I’ll finish writing Wayward Sons and write the finale to the Master of Shadows-campaign for Liber Fanatica. The AWhack is more likely to happen but I am still so ashamed that I haven’t written the last part of this WFRP campaign that I just have to do it.

Role-Playing Games: RopeCon to the Max

This year’s Ropecon was more or less lost to me but next year I’ll GM something and try to participate at least into three sessions.

Role-Playing Games: More is more

I’ll be running too campaigns next year and I promise to keep them both afloat. I’ll try to catch as many games as I can, which should be relatively easy if Aki keeps his promise to run more games. This might mean that I’ll have to sacrifice some time from EDH but that’s no big deal. I think I’ll get enough of that once summer comes.

This Blog: More Everything

I’m constantly harassing Aki to use more images and others from our gaming group to write something. I will promise to write more by myself next year. I wont promise that I will write more than Aki. I can try to write at last half as much as him.

That is a lot of writing. And mostly in English. Therefor I promise to write something in Finnish too. It has been too long since I’ve done that.

Aki’s New Year’s Resolutions

I think New Year’s resolutions are a pretty stupid idea. Humans are weirdly programmed. Generally its enough to talk about something we want to do. People who share their goals don’t reach them as often as people who don’t. You get some of the sensation of accomplishment simply from talking about it and for most people that’s enough. Actual accomplishments require actual work and that’s hard. Today’s culture is much more about instant gratification than hard work.

Although that’s clearly a generilization, you should not – under any circumstances – make New Year’s Resolutions.

With that in mind, here are mine.

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Kagematsu – Where seduction is more tactical than D&D4

Kagematsu is a game about shame, honour and love. It tells of a wandering ronin who ends up in a Japanese village in 1572, during the Sengoku era. All the men are at war, and only children, elders and women are left. The village is hard to defend. Everyone is afraid that the village will be devastated by an outside threat. It’s the women’s job to persuade the ronin to stay and defend the village.

Kagematsu, the lone male character, has to be played by a woman. That’s a rule. The rest of the players can be women or men, but I’ve played twice, and both times they’ve been male. Both games rank among my best roleplaying experiences.

The game focuses on seduction. The women characters have two active stats, Innocence and Charm, with seven points divided among them in any way. The women are after shows of affection (called Affections, in short) from Kagematsu: a stolen glance, a kind word, an introduction, a kiss, and so on. Some Affections you can only get by Innocence (a confession of love), some by Charm (a roll in the hay), and some by either one. If you succeed at the task with a single roll of dice, you lower your Fear. That’s the third and final stat, and the only use for it is in the end, when Kagematsu fights against the total Fear score of the women.

So you want to lower your Fear by succeeding at the die roll. If the woman’s player rolls more than Kagematsu’s, she lowers her fear score.

However.

You also want to gain Kagematsu’s love. But there’s no die roll for that. Instead, Kagematsu’s player makes a subjective evaluation on the scene, and decides whether your character receives Love or Pity. Love makes your subsequent rolls a tad easier, and Kagematsu uses the power of his most loved woman to fight the final battle. Pity, on the other hand, only has a psychological effect: it’s a different thing entirely to decide between a) giving a Love point or not giving any point at all and b) giving a Love point or a Pity point.

So as the woman’s player, you need to plan your way to Kagematsu’s favour. Probably your plan goes haywire. It seems so simple: first you make a good first impression, and then slowly get acquainted and gain his favour. But you can only try gaining each Affection once. What if you fail at making a good first impression? What if all your easier tasks fail, and it seems to you that Kagematsu hates you? How can you then get him to both touch you and love you for it? (It’s possible to gain extra dice by getting desperate. Desperations are a neat little mechanic which I won’t get into here. Basically they improve your chances at die rolls at the very real risk of gaining pity.)

It’s insanely challenging and gratifying! After the second game, one of the players uttered that the game is way more tactical than D&D4. In some games, waiting for your own turn while the others are playing can be a bit tedious, but here it’s not. You have to pay attention to what’s happening between the other women and Kagematsu, and what Kagematsu might be like, and what your next approach is going to be like.

And that’s only part of the fun. The theme and the unusual setup are sure to be provocative. I’m sure each player has her or his own thoughts about stuff, and they’re sure to differ from game to game. At my first game, this July at Ropecon, I thought a lot about representing female characters. When a woman explicitly evaluates how you play, at least I reflected intensely about how I portray women at roleplaying games on the one hand, and how I should play them on the other. Some of the game’s mechanics also emphasise the reversed gender roles: the women’s players don’t ever get to say how Kagematsu enters the scene, for example. It might not sound like much in theory, but if you’re as active at the gaming table as I am, it packs a nice psychological punch by forcing you to accept a more passive – in traditional terms, a feminine – role

The second time we played, I put a lot of my younger self to the woman I played. I made her an innocent, well-disciplined but shy 17-year old who tried to gain favour by gaining sympathy. She made a good impression on Kagematsu, who seemed to be a lot more sympathetic to her than to other characters; but in the end, Kagematsu who was quite old, couldn’t commit himself to someone much younger, to someone who reminded him of his past. It was heartbreaking! And a lot more personal, too.

The characters go through a lot in the game, and I don’t think it’s possible to stick to your initial character concept unless the dice really favour you. In the first game I had really bad luck with the dice and had to get desperate. I took Kagematsu for the Mr. Darcy type and tried lizziebenneting him. I failed miserably and loved it.

If it sounds uncomfortable, weird, and awkward, it can be! Especially the first session felt really weird and awkward. But not once did I feel threatened, or humiliated, or judged. It’s due to the players in part (thank you, Emmi and Laura), but also, I think, to the nature of the game. Kagematsu’s player doesn’t judge your attempt at being charming, but your character’s. They’re not wholly separate, but it becomes quite clear, quite soon that the character’s path isn’t necessarily the one the player wants. It’s a valuable experience to feel both vulnerable and safe at the same time.

RopeCon 2014 Plans

Yes, I know I’m pretty early, but I do have ideas, so why not share them.

First, talking to different people at RopeCon and somewhat on this blog, I’ve learned two things:

1. Some of the most valued GMs are part of our Guild.

2. There are people out there looking for new games, but are worried about the GMs and other players.

So, I thought we might provide a service to help out those who don’t want to use the classic heuristic of staying away from fantasy games. This might sound very conceited and might actually be just that, but than again, if we are not the best people to do this, I don’t know who is. Well, at least we are arrogant enough to do this (although I haven’t talked to Ville about this yet, and I didn’t tell anyone I’m going to publish this this early).

My basic idea is this: We get a rubber stamp for next year and stamp the games we believe are up to our standards… whatever those standards may be. Probably just base our recommendations on recommendations from people we trust to know what games are good and which GMs are worthy of our stamp.

What we would probably need to do is to make a page of all the games we recommend and explain our reasoning, whether it is based on a recommendation or its there just because we didn’t want to leave out any of our own GMs (I’m big on reporting possible bias). Now, depending on how secret we want this to be, the stamp doesn’t necessarily need the address, although since we definitely are not above self-promotion, it probably will have the link to this blog at least.

But here’s the problem: We don’t really want to piss of any GMs, but stamping their enrollment sheets when they don’t necessarily know what its all about, might leave a sour taste in somebody’s mouth. Then again, if they really go to the link and see what its about, I don’t think very many would mind. Convention organizers of course might, but as we are just trying to bring quality players and games together to heighten their experience, they really shouldn’t. After all, they want repeat customers.

At this point, I’m just throwing this out there, looking for feedback. Feedback from the guild was pretty good, but people I talked to (including Lauri) were drunk at the time…

Ropecon 2013: S/lay w/Me as essence of roleplaying

I purchased Ron Edwards’ S/lay w/Me a couple of years back. It impressed me instantly, but I was afraid to try it out. After a year of improv classes, I booked two sessions of it to Ropecon (and ran a third ex tempore). I’m glad I did. It’s a very special little gem, a two-player game of sword & sorcery that usually plays in an hour or so. I’ll go so far as to say it’s pretty much the essence of what I enjoy in roleplaying.

One player plays an experienced adventurer, described in a couple of dozen words. He also picks where the adventure takes place and declares something supremely important that he’s after there.

The other player then comes up with ideas, visuals, and people based on what the other player decided. He also creates a Lover and a Monster, who can be the same person or thing.

Then they start playing. It’s very light on mechanics, and although you roll dice, they only affect the final outcome of the game, not the task or conflict at hand. The game is played in “Goes”, which is pretty much another way of saying “turn”, but sounds a little less like a board game. On your Go, you describe things and end your Go by narrating a forward-moving event. Not “I search for the sword”, but “I enter the temple and I go through rooms of varying, vivid colors, until I finally reach a small, crimson chamber. On an altar I find the sword.”

In its most rigid form the narration turns resemble the typical player–GM split: one player says what the adventurer does, and the other says how the world reacts. However, they can and should play the game as loose as they are comfortable with. Rather than following clear rules about what each player can and must say, the players should feel out how far they can go – how much they can about the other players’ “realm”. I’ve often heard said that, for example, it’s not kosher in RPGs for the GM to say what the player characters are feeling; and it’s definitely out of bounds for the player to say how the monsters react.

In S/lay w/Me, the only limits are what you two as players establish. It not only applies to narration rights, but also to the content: since the game is about lovers and monsters, you have to include love and/or sex and violence in the game. One inhabitant of the internet, not well-disposed towards the game, said that the game seems like an awfully contrived attempt at foreplay. (The game’s highly sexual art might have provoked that reaction.)

But it’s not about foreplay (although you probably could use the game for it, but how is that different from any other RPG?). Instead, it feels very special to just play face-to-face with one person, and come to terms about all kinds of things without ever explicitly discussing them. It’s about connection, about jamming – to use Ron Edwards’ music metaphor for roleplaying – about learning cool things about yourself and your friends. It’s sitting together, forgetting everything else but the game, focusing on the fiction you’re creating. It’s like immersing yourself in a Robert E. Howard story, except you tell it together with an interesting person, and if that’s not high praise, I don’t know what is.

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.