The Caged Beast

A World of Darkness Actual Play in which the players are confronted with the dangerous and ethically grey aspects of living in a world where the unassuming girl next door may be able to rip your neck out. Treachery abounds as a young mathematician seeks revenge for the death of his family and a crazed hunter has taken a hostage. Come learn more about The Caged Beast.

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A little thing…

Here is a little piece of work I have been fiddling with for a project that Brian and I are working on…

<Name> is a/n <ajd1>, <ajd2> <job> who <goal>. From his/her <situation1> s/he would <description1> but/and <description>. When s/he <situation2>, s/he is <attitude>. <situation3> s/he <hobby>.

Example:

Benjamin is a young, entreprenurial reporter who just wants to make it in the world. From first glance he would appear to be well put together but he is actually quite afraid of failure. When he deals with others, he is often brusque and short tempered. In his spare time he can often be found hiking.
T

 

Garage Lan 2011 Special

Our apologies for it being late, but here is the Garage Lan Special. We recover from the Lan Party of the past weekend and extoll other information.

T

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New Amsterdam Session 5

Also known as the one where shit gets messy. Galio betrays The Trickster, Amaranthe continues to revolutionize the fashion industry under CEO Mecredi, and someone is out to get the <adjective> Danger Man.

T

 

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4 Player Starcraft 2

For the first time ever I got to play Starcraft 2 on a four player team. As the, by far, worst player on the team, I enjoyed the bizarre style of the four played madness which results. This was especially true considering the players on my team had decided to resolutely take this with the least serious attitude possible. Going for all marine builds or trying to build hatcheries within the other team’s base; all sorts of types of cheese were enjoyed. There are some really important lessons regarding all types of games to be learned from this experience.

HAVE FUN: we made sure that everyone knew we were having fun and this was not a serious thing. With Starcraft becoming a veritable sport in its own right, and many other games becoming quite the serious matter it has become incredibly important to take time to cut loose and just enjoy something for being as stupid and simple as it is.

DON’T TAKE YOURSELF TOO SERIOUSLY: There were a couple people last night who we got matched up with who, I guess from failing to understand the lengths of stupidity we were taking ourselves to, decided that they were awesome for having beat us. There are time’s in life when you need to look at yourself and realize how ridiculous someone one the outside of your own personal bubble might think you’re being. Otherwise, you become the laughing stock to are trying so hard not to be.

FRIENDS ARE INTEGRAL: In our world where we have more and more opportunities to play games with people we have never met, it has become increasingly important to make sure you still have some friends. Friends are important for enjoying the sheer levels of stupidity that we took part in, and for reliving the experience later. While we could have done this with complete strangers; it was that much better for having been people we know, and are going to do it again.

 

T

The Price of Immortality: 1

@wolveramster hosts her first ever RPG, and its Call of Cthulhu no less. Join us and the expanding team of players as they explore a strange world they find themselves in. Awakening in a maze where the rules of the outside world don’t seem to apply, followed by an ominous series of clicks, and running into people far stranger then they expected to meet, the players become more and more concerned about who they can trust. With only a few bullets left, and the few remaining handles on reality coming loose, who knows where this will end up?

T

 

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Of Music and Games

Dana (@wolveramster) guest hosts again to discuss a science fiction double feature of music and Dragon Age 2. You’ll laugh, you’ll cry, and you may be quite confused.

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How not to: Convince People to Play RPGs

Back in the dark days after my cousins had introduced me to DnD and most of my time was spent wargaming a certain British company’s flagship products, I found Warhammer Fantasy Roleplay. This was not the same version that is out now; it was published by Hogshead Publishing and was a far cry different from anything my gaming group at the time had played. Being the only person who had ever played a pen and paper RPG, and being the only person who was interested in doing so, it fell to me to organize, run, and convince others to even try playing my scenario. The ensuing campaign became, without a doubt, the most bizarre campaign I have ever been involved in.

The problems should have first been apparent when the players could not stick to a set schedule. One player was available for every session, while everyone else had other commitments which ensured they could not make it to all of them. This would have been fine enough except for the conflicts that erupted almost immediately regarding the differences this quickly gave rise to over experience differences. It became almost no fun for the players who were lower levels then our ever attending friend, and he took offense to them being leveled up just to be at his level. The jury-rigged solution was to heap loads of magic items on the lower leveled players in an effort to keep them up to speed. You can imagine how that went.

The next problem was the issue of the story. Where I had planned a dark fantasy where the players would be able to overcome their own problems in life to rise and become heroes, they had other plans. Well, not really. In reality they had almost no plans at all aside from amassing the largest pile of wealth, magic items, and concubines that they could. And a flying castle. They had to have a flying castle. I suppose they had been reading Dragonlance at the time or something. Being the young man I was, and not realizing that sometimes bad roleplaying was worse then no roleplaying, I was repeatedly browbeaten into cow-towing to player demands.

By the point I had decided that enough was enough, and god damnit lets just go back to playing wargames, the situation had deteriorated significantly. One of the players was a vampire, halfing, wizard, wearing magical full-plate armour, who commanded the aforementioned flying castle. Another was a half high-elf, half dark-elf, ranger/wizard who was capable of disappearing, communicating with and convincing almost any animal to help him, who rode a wyvern. The third (who was still around at that point, they others had quit ages ago seeing what was coming better then I did) was a normal human who had rolled the dice so poorly for his stats that he had been unable to take a starting job. Instead of re-rolling like I offered, he proceeded to play a peasant who operated similar to a squire to the other players. He was still wandering around the flying castle filled with an army of orcs, kobolds, lizardmen, and much more (oh yeah, they had convinced me they could build an army and had spent several sessions doing so) wearing the rags from his first session and had become the most famous nobody in the world. At this point, instead of seeking to use this huge army to fight evil or change the world or something they simply wanted to dick around and make more money.

And that, my friends, is how you do not convince people to play RPGs.

 

Quiet Little Heston

In Quiet Little Heston, almost everything is just as it seems. Enjoy the gaming session in a supernatural based game, where nothing supernatural is happening, and the worst people are the players.

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T

The Twist!

So, by the time this goes up my episode of Fear Itself wherein there is no bad guy. This was a twist which I have wanted to do for a long time and, though I write this before running the game, I have an idea of how it is going to go. Should the general rules of gamer logic follow they are likely to kill at least one innocent civilian. This brings me to… the twist!

Twists are the key of all sorts of stories and when they happen in games of any type it is usually the point which makes or break it. A good twist has people on board, laughing or crying and loving every minute of it. If they figure out the twist in advance it can still work though. The most important thing is that it is a good twist. Its the difference between a great game and a ho-hum game. So what makes a good twist?

UNPREDICTABILITY; the twist should not fit into the expected archetypes for your story. If everyone knows its the butler early on; its not a twist. When it turns out the password is from a children’s rhyme its only a twist if its unexpected. The trick is to zig when a zag is expected. This still needs to be logical however. If its unexpected, a twist is far more effective if it makes sense in retrospect. For good examples of twists like this, check out Sir Arthur Conan Doyle; he established many of the twists which have become cliche.

Brilliance; a cerebral plan which is complicated but strangely sensible is key. Alternatively, a simple plan which people can never get ahold of all of the relevant facts for is just as effective. The twist needs to make sense; if people are asking “what?” after the fact and seem genuinely perplexed, then you are explaining it multiple times, its probably not a good twist.

 

T