Showing posts with label References. Show all posts
Showing posts with label References. Show all posts

Monday, December 10, 2012

A Wiki of GM skills and wisdom

There are so many skills and knowledge that goes into the hobby, and a lot comes from everyone's own unique experience. You'd wonder if there is a Wiki where everyone discusses the gaming skill sets.

I've been listening a lot to happy jacks and the content is great, so much that i feel I wish the core skills or lessons are on paper or documented. There are many aspects of the skill or technique that can be elaborated so that it makes the most impact.


  • Gaming prep - Diagrams: Mind Maps, Ven, Gant, 
  • Prop Creation - Cards, 
  • Improvisation: Yes And or Yes But! let the PCs build the world, etc...
  • Group Organization - Electronic Calendar Events, Communities, Groups, etc... 
  • How to detail your world - various approaches...


False Dichotomy - Complex Rules vs Simple Rules.
Some say rules are getting more complex, i find that an over generalization. its like as you refine a technique, you have more data that supports a particular pattern of activity. More knowledge and experience BRINGS data into the picture. Now how we interpret the data, how we make elegant rules of thumb, formulas, etc... all make for how we present the tools and how we can easily use the tools. All that data can be compressed and made elegant - thats what we all are trying to aspire. We are trying to get our experiences about life and compressing it into a set of rules that allow us to better simplify it. Life is so complex, but we can simplify it condensing information in a formula, pattern or intuition.

Its not a Dichotomy of complex vs simple rules. its Complexity arising from Experience and Learning, and we try to Simplify it. We simplify it but we encounter challenges to our formula, technique or heuristic and we make stop gap measure... then after a while it gets complex... then someone comes along and Simplifies it all with a new approach and theory. This is the evolution of technology and knowledge, its not a bad thing - we are in constant transition.

if you make a Wiki about all that knowledge, you put it in a place where EVERYONE can comment and make an inquiry. Someone will try to simplify it, and Viola a more elegant solution... then the cycle repeats itself.

I COULD start it, but I'm not the guy with a lot of PULL lol. The heavy weights who have hundreds of followers and a handful of active followers are in the best position to start this. I actually think Happy Jacks should move the data from their forum into a Wiki. Since they hit the essence, the underlying philosophy, so well I think they have the most fertile ground to start.

Sunday, December 9, 2012

Google RPG Communities

I think communities is just like Groups. Anyway here are the RPG related ones I found and joined. There are SOOO MANY! Its a free market of general RPG places. I hope to narrow it down to those with the most active and interesting discussion. I'm biased to the Happy Jack's explicit and non-PC mode of discussion.

Philippine Table-Top RPG - scheduling and looking for Philippine gamers.
Gamecraft
GURPS
G+ Tabletop RPG
World Building
OSR
RPG Session Prep 
Role-playing Games
Hangout RPGs
G+ RPG Hangout
RPG for Kids 
Fans of D20pfsrd.com 
The Dungeon World Tavern  
Fate Core 
Table Top Forge
RPG 

Thursday, December 6, 2012

GURPS LITE update; Agents and Brokers

I might as well make it a fairly complete low tech booklet. So I've added templates for adventuring professions: Rogues and Warriors. Under Rogues, i've put Courtiers, Mandarins, Courtesans, and Agents.

Agents are tricky, because not a lot of people are familiar with Patronage and Brokers. There are decent brokers and there are sleazy ones, and there are enough anecdotes of brokers that go around that can skew a point of view about them. I personally have a hard time with the term broker. Dan Ariely's book points out how social norms when replaced with monetary exchange can quickly remove the common good inherent in the relationship. I also have my own anecdotes that support that theory of social norms.

Guanxi is a big deal, and cannot be simplified. I can say I've seen more snake oil being peddled than really useful products/services if I go by my own experience. Guanxi cuts that for me, since I rely on friends and good relations to help me navigate through all the noise. Its uncomfortable standing in a room where you know the other person would sell you down the river if they could (gulp).

I've put contacts advantage in the Low Tech booklet, and thanks to simplification of LITE it would be easier to use. From being a player, I realized it was so HARD to know how to employ contacts and not a lot of GMs emphasized it (only Spielmeister did, and it was not used a lot in the games; also its so hard to use in Traveller because you are total strangers to these new worlds).

My real life has too much intrigue, and I would be very quick to admit that I would be much happier if it stayed purely in fiction. Although it does give me more ammo for when I gm or play.

Saturday, November 17, 2012

Cards as an Organization Mnemonic


Using Cards

The cards are meant to concentrate and prepare details that are relevant. In a Top Heavy game like GURPS, Open RPGS, HERO, Chunkier version of DnD and other Games breaking down information in the cards acts as mnemonic that allows the player and GM better access to information and constructive problem solving. The information is not limited to be displayed in an 8x11 space, all the space behind the GM's screen becomes a plot organizes for before and during the game.

This is not for just the GM, this is meant so that the GM can assign players to do this for their characters. It helps the GM and helps the game.
  • Modes.
  • Load-Out.
  • Special Actions
  • Conditions

What you will need

These are 3” x 5” cards or ISO standard of A7. There are bigger Index cards and un-rulered index cards (being blank sheets). Whats nice about them is that they card-stock and are already pre-cut for your arrangement behind the GM screen.
You will also need a printer and computer, if you want to be modular with your information. Ideally a Doc Template for the cards, as well as good Doc notes of everything you are keeping track.

Modes

These are cards that describe the current status and attention the character is doing. It allows the GM and Player to automatically check regarding instances the Mode is relevant. If we were to go a bit about psychology, its a set of expectations the Character has.
Ex.
Scouting Mode – the character is focused in looking for threats and moving more quickly than his main party.

Hiking Mode – the character is more focused in optimal movement to energy reserve performance in trekking. The economy of his attention is focused on pacing, looking for best footpaths, hydration and the time.

Detect Lies or Credibility Detection Mode – the character is using this skill to vett a target person, to make an assessment of their credibility or the consistency. Anytime the target character is conversed with, the character keeps note of personality traits.

Diplomacy mode – trying to please and keep a civil discussion. (reminds me of the Techniques in TTC's Effective Communciation). The character is concentrating in controlling many intrapersonal, interpersonal, and diplomatically strategic points. Such a character would be very civil, polite, and keenly on the pulse of the social situation.

In these modes, the character is more predisposed to notice or react quickly to a specific set of expectations. The GM enforces economy of attention, and points out trade offs the players may or may not realize. When players or character try to do more than one thing at a time, the GM will note the diminished effectivity of their performance in their skills and passive abilities. It is in these redistrubtion players and the GM have risks and strategic objectives to consider. 

Load-Out

Character Load-outs when prepared allow the players to more accurately deal with the logistical challenges of the encounter. A character can have their combat load, their marching load, or their large, uncarriable, possessions as separate cards with their own notes and details.

Typical are a Civilian Load, what the character carries in non-combat or adventuring situations; Combat Load or variations of combat load (light, heavy, etc...); their uncarriable possessions like their mount, car, house, secret cache, etc...

Conditions

Conditions are a list of details that can be in effect on the character. These are the various status the character can be in: Wounded, Exhausted, Critically Wounded, various kinds of emotional states (Angry, Berserk, Demoralized), special psychological conditions that can kick in (Panic Attack, General Seizure, Etc.).

Special Actions

These are maneuvers  detail heavy techniques, spells, special abilities, and prepared combination of actions. Information in the card will include costs in actions, resources, and mechanics, and the trade-offs and consequences.

Card Tools to facilitate Narrative Combat

Narrative combat or high cycle rate events and activities (cycle rate: going through all the characters, cycling, many times) can be better adjudicated through Cards tools. The cards merely break down actions and reactions/opportunities. Having the cards help tracking the trade-offs of the character, in their condition AND in the battle field.

My problem with narrative combat, is that I don't have the mnemonic device of a tactical layout. Instead I have to keep track of actions and activities. Taking away the simplicity of looking at spatial relations when looking at figs; cards can help by providing a spatial relationship between actions and events. One of the advantages of figs is that, they easily relay information on the status and circumstance based on just a glance.

Example of Usage

Lay out where everyone is in respect to everyone else. The GM assigns values to every side: the GM's side can 12'o'clock or primary threat, the other sides as flanks. Players and the GM can determine how many layers will they stack against primary threat zone and against the flank zones. The GM can then place visible threats outside his Screen to oppose what the players have in each zone. Proximity and Card Position can show ranges and overlapping envelopes of access. You can use figs as paper weights (LOL).

Ex. Instead of Frontal Force you have one card with notes on visible no. Additional notes below the card. Flanking forces is just a card, unless the GM breaks out an autonomous/small force to do something else. Any prepared manuver is its own card.

Next is the GM assigns strategic points within the terrain (If any; i'll make a table to roll for various terrains) which he can use and draw into the zones. These zones are a Zero-Sum game; so its exploited by one or the other force.

The basic rule here is when elements add up, and the situation is becoming complex I should simplify and the break things down to elements up to 3. I re-abstact them back to 3 elements at most to keep things simple and manageable. The cards clarify the objective, while I adlibe/improvise what is happening without losing sight of the element's objective.

Its like Hyrdation – you do it because your conditioned to do it on circumstances that “feel” appropraite. When your confused, like when you are thirsty,  its too late; do it as it gets harder to track things. Like when “I feel this is getting more complicated – simplify and re-arrange elements back to back the primary”.


Open RPG Skill draft
Stealth
Intelligence or Wisdom
You are skilled in obscuring your position and presence. You still make noise but you are highly aware of what noises carry and what blends into the background. You can be seen, if the person knows where to look for you. You are able to see what route makes the least noise, maximizes a concealment and improves security to your destination. You are able to optimize the use concealment, and are very self aware what may be easily exposed of your person. You also know how to blend your visual wake with the movement noise in the background. The better you are, the more natural, consistent and reflexive your actions become.
Mode. Characters who use stealth mode, increase the difficulty to be detected by their skill modifier.

Wednesday, November 14, 2012

Character Descriptors part 1 (hopefully a series to come)

this is RPGs, and it was always bothering me how perception and notcing things work. Various systems have various takes, and in RL experience sometimes the rules fall short in explaining how somethings work out. I also got the TTC "How we percieve; Human perception" also the congition lectures like Philosophy of the Mind.
All that theory, helped guide me in trying to apply it in my sport, airsoft. I noticed how narrow the mental process of observing can be. its all about brain plasticity again, and how shifting observation gears is actually using various forms of Int. Unfortunately this is a mental process, and having the ability to Meta-think when to pull out or change gears comes from practice and conditioning more than active intelligence. One can say that its hard wired and you can only learn it OR you won the genetic lottery. So in an effort to learn and exercise, I will try to do it more habitually.

Skin Blemishes, non-prominent (easily hidden) vs
Personal appearance flaws, and how they make up/compensate for it.
Able to Laugh on command, sounds very sincere.
Wears clothes a size smaller or larger than would be a "good fit"
Needs to have more airtime in a conversation
Uses sources to back up facts presented, but from ambigous sources
leans towards using technical or academic use of the terms/vocabulary instead of common usage.
Cheap, Robust/Good, or Fashionable Shoes.
Jewelry Worn: almost practical, no common theme, trendy (common trend) vs fashionable (more cutting edge), expensive, classic/timeless, status symbol, obscure, eclectic but has a very artsy or historical or political symbolism, impractical.
Made up/Make up
Manicured/ Nail Polished; last upkeep or maintenance of polish - applicable the style descriptors
Many gadgets/devices (techie load out vs plains persons load out).
Eye Focus Patterns (should be its own long list of descriptors; e.g. focuses in status in a group, in details, disciplined, curious, etc).
Styles - (same as jewlery) but add various forms of practicality. There are those who have socially practical style focus (markers of status, calling cards, logos.) while there are those who have walking, survival/outdoors, handtohand combat, etc... practicalities.


Saturday, November 3, 2012

Some Notes on Crisis Game

Crisis games are what I call games where things get really really bad but its not the end of the world. A coup d'état, a war, a large scale terrorist plot, a natural disaster, a market crash, a persecutive martial law, etc. etc. Its not the end of the world, but its pretty devastating to the people around it. 

Anyway, to me the plot or the set up in nearly interchangeable  Basically shit hits the fan and players are individuals have to make best of a situation. The situation or cause has some nuances, but pretty much, its almost an apocalypse. 

I would always cater the game around the Philippines. Its just weird for me when people run games in places they have barely visited  like the US. I can understand my brother running a game set in Jersey, having lived there for almost 10 years. Its no different as running a game based on fictional setting, unfortunately details are what changes the tide of survival, and there are a ton of local knowledge that is wasted and makes the game all the more "immersive". 

Subject Matters or Topics that come from Local Knowledge

Zoning Laws - actually play a part, because you know where you can find unusual concentrations of certain businesses and buildings.  
Building Codes - helps because it allows me to quickly map and narrate structures. I ran a game set in the UP-Ayala Techno park as i was still under construction, since we do BPO fit outs I could draw from the floor plans we have of many BPOs. 
Nuances of Firearms Laws and Environment- Local Expertise help a lot in determining arms and armament found in the game. It helps that my uncle is a gov't contractor of firearms and I have two other friends who's family are military families.   
Market and Economic Local Knowledge - what Groceries, Shopping Malls, etc. Stock. What kind of goods can be found in the locations, what is unlikely and where to find hard to find goods. Friends who are in Commodity Supply and Distribution give a very good picture of how things work. I guess it helps to be curious and the GM side of me likes to find out more about these things.  
Maps - I use Gmaps a lot, and its easier to use when you have a good internet. I love researching with it, and often it pays off so well that it reinforces my dependence on it. I've made some local expertise maps and try to contribute to google maps' map editor site... although I can vaguely understand how it works and I can't understand their verification method. 

It tends to boil down to mastery of your surroundings and how one's world works. GMing for such a setting and crisis, actually makes me want to know more and more about my surroundings. Interestingly its a useful skill, it allows me to source hard to find and necessary goods, as well understanding the local market better. 

Despite having no game to run currently, (there is no market for my games in my location - most role-players are the escapist type) its nice that the GMing habit keeps me looking for data and asking questions. 



Wednesday, October 24, 2012

The Spear, the AK 47 of pre-modern times; Lessons on Tactics

http://goo.gl/aQEa5 this is a reddit discussion which I concur with, and want to save for use later on.

Been Playing Airsoft more, and learning more and more about tactical implementation.
I'm a bit of a slow learner, because I tend to be very uncertain and can't see all the datum very clearly. It takes me more tries than the average person to learn a particular lesson. It doesn't improve my understanding so much that I can perform better, but it does make it easy for me to teach and communicate.

I guess thats the draw back. Slow learner, but better Teacher.

Currently when it comes to tactics and flow of a skirmish, I find myself being predictable. Which is a good thing. In fact, I'm surprised how I'm exactly on the same page as my captain. There is this "second-thought" that has begun to happen when I realized I am predictable.

Before I act, I try to visualize what I'm going to do. I string the line of cover and displacement positions in my mind (as much as I can in a given situation; sometimes 2 steps, more depending on the complexity of the situation). Then the awareness of my predictability kicks in, it is a nagging voice that acts almost like an instinct.

But I need more data than most people, so I get pretty choked up what to do when I don't have enough information. Like when were were clearing a room, they were asking me to clear Left because I was right (cross fire position) and they were saying "clear left" to me :P which I figured out later meant I'm clear to move forward.

So i'm still struggling with predictability, but I'm getting there. I need more repetition and visualization. Even a chance to exercise buddy buddy movements with imaginary guns with my partner in an empty parking lot. I bet It looks weird but damn its satisfying when its executed well :P

Anyway I'm tasked to make the handbook for the team. Which is pretty sweet, and I'm converting stuff in my combat handbooks into meaning that is easier to digest for laymen... although they are rather easy to digest - those books are pretty straight forward but I'm the only one geeky enough to go through them (in my circle).

Still thinking my brothers would be awesome in this. One has already tried and joined me, when our parents were away (he drives them around on sundays). The other is a larp game writer.



Friday, October 19, 2012

Topics of a Multi-media RPG presentation

I'm currently working with some artists right now for the Map. Now, wondering what would be a fast way of introducing a setting and setting concepts? I was considering using both Video and Audio presentations for getting people to understand the setting.

I listen to a lot of history podcasts: I got Chinahistorypodcast.com, Byzantium (Lars Brownsworth, and Robin Pierson)... etc. So another medium by which people can learn about aspects of Low Tech Societies....

I also started checking out the RPG podcasts, first one I've tried is Happy Jack RPG podcast.

So i got to thinking wouldn't it be easier to have an audio or video presentation for setting details. Topics like:
Feudalism
Roman Imperialism
The Bureaucracy of China and Rome
Courtiers and they employ power* ( a mostly ignored element in settings).
Roman Warfare
Patron Client System - Roman, most politics, etc..
... oops that sounds like history, but stuff people need to understand to understand the setting. I'd rather give a historical overview and say: ...and this setting is just like that or its like that but with this twist.

Aspects that are important to a setting, in one date:
The Princes / The Dukes
Their Armies and Commanders
Their Cities and Holdings
Persons of Interests
The Geography (Going over the map)
Common Lore of the Realm

So I was wondering if I could make an RPG podcast of such broken down into 30 mins episodes. Anyway, I'll have the nitty gritty stats as part of the booklet, but the main points summarized. The idea is to make it easily accessible, and players to do their background reading.



Monday, October 15, 2012

Mr Hooks Sketch Up of RPG 3d and 2d Maps

This is awesome. Structure wise they are HUGE, so perfect for fantasy. It would be nice to have the time to learn and produce some historical generic locations like this.

Thursday, November 19, 2009

Awesome Visuals for your Medieval Game

I found this accidentally found these very mood inspiring visuals of a village in Ukraine. Goes great with mood enhancing music for games of course.

Listening to Elder scrolls Oblivion Sound Tracks.