Random Game Crap!

And now I go about showing why this blog is called Random Encounters.

1. Fortune in the Middle Stunts: One of the things that bugs some players about stunt systems like Exalted is that it’s essentially fortune at the end — you either have to severely limit your stunts or stunt as though you’d already rolled successfully. So you describe the big cool thing, then roll to see if you can pull off what you already said you did. Now, I (usually) don’t have a problem with this, but I can see the awkwardness.

The traditional response of “make the attempt the stunt, without stunting the results” is a solid one, but limited in the Exalted context. So, what Mo suggested was that you do a more typical FitM setup — general action, roll, describe result. If you describe the result well, stunt it, then you get a bonus to your next roll. Stunts in this situation don’t help you with the thing you’re doing, they give you a “karmic” boon to cash in the next time you roll. It works quite well in Exalted where there is a “to hit” and “to damage” roll — and its easy enough to stunt your damage to give you a bonus on your next hit roll as well. (I also considered making stunts more effective by letting them come after the roll and just giving flat bonus successes for good stunts — 3 dice in Exalted is pretty small. 3 bonus successes after the roll, however, is brutal.)

2. Instinct reactions to stress in Unknown Armies. UA has one of the best madness/stress systems in RPGs today – but it is fairly narrow in its output range for the immediate scene. If you fail a stress check, any stress check, you either berserk, flee, or freeze. This is the same if the failed roll was from watching your mother get beaten to death or if you have a moment in which you’re not sure why you just lied to your wife about where you were earlier. And once you start using UA for something other than its designed use (because you’re a bad, bad monkey) it gets more startling – Superman beating the fuck out of someone until they die, for example, is probably not all that fitting.

So, I have considered that in future UA sessions I will steal a little bit I’ve heard about from Burning Wheel: the instinct. Each player would, at chargen, set up an instinct statement for each of their stress meters that details what they do when they fail at that meter. For high-trust games this can be a general mission statement (Bob has a hidden core of rage that makes him go nuts when he gets into the megaviolence, biting and tearing and going for blood from the throat… Bob’s self alienation manifests in him becoming cold and callus towards everyone around him, saying deliberately hurtful things). For more standardized games it could be a triple threat of aggression/passivity/withdraw – three default choices you go to when you get screwed in the stress. Violence, for most people, would probably stay “kill it / run /freeze” – but the other meters (Self, especially) could do well with different options.

3. Heroic Stands in Truth and Justice. Truth and Justice is a pretty bad-ass Superhero game. It has one mechanic in specific that I love: the Revolvin Development. In a Revoltin Development the GM basically had the ability to bribe the PCs to accept a sudden turnaround / loss in the situation by giving them mass Hero Points if they take it. It often gets used in order to have the villain toss them into a death trap, escape with the dingus, or do the other things that happen all the time in comics but that normally drive players nuts when they happen in an RPG.

However, while the GM has a “I must win for the plot” mechanism, the players do not have a “I must win for my vision of the character / to have fun at this point” mechanism. Now there are some obvious reasons for this, but for some players such an absence is not a good thing. So, for those who like to be able to sacrifice character growth for the ability to win when it most counts for the player, my wife and I came up with the following idea.

The Heroic Stand: A player may declare that their character simply wins/succeeds at a contest. The cost of this is a number of MAX points equal to the HP cost of a similar “luck be a lady” purchase.

What this does is let the player know they are going to win, but at the cost of their characters advancement. Those that want to win will win, but the character won’t grow from it. As with the comics, the time when a character is most likely to grow is when they put themselves out there, but when it isn’t so important they can just pull it out in the end, wrap up the issue, and go home.

4. Heroquest is a badass system. However, I sometimes find extended contests drag on to long, or go to short. And simple contests are all over in one roll. But a recent post on the Forge Heroquest forum made me realize there is a way to do a “medium length” contest using variable augments. I like this idea, because it lets players and GMs together decide (through a slightly push/pull mechanism) how long they want contests to go on, based largely on how many interesting poses they can think up. If you have an interesting modification to throw in, in it goes – but if you’re out of ideas (which can happen in the middle of an extended contest, leaving it as a bean counting exercise) then you bring the contest down.

Here are the rules I was tinkering with: As with all Heroquest contests, set the stakes and chose the primary abilities that will be used for the contest. On your turn you declare either “modifier” or “ender” for your action. A modifier contest either raises or lowers your or your opponents default ability for the contest. An ender brings the contest to an end, win or lose.

A modifier action uses a non-primary ability of yours to augment your primary ability, or your primary or non-primary attribute to lower the primary ability of your foe. You describe your action, including how it could help you or hurt them in the contest, and then they must resist with an ability that would let them counter what you are trying to do. If you win you get an augment to your primary ability or they get a penalty as shown on the following chart.

Complete Victory — 1/4th of the attribute as a bonus to you or penalty to them
Major Victory — 1/3rd of the attribute as a bonus to you or penalty to them
Minor Victory — 1/10th of the attribute as a bonus to you or penalty to them
Marginal Victory — +1 to primary attribute or a -1 penalty them
Marginal Defeat — -1 to primary attribute for you or a +1 bonus to them
Minor Defeat — 1/10th of the attribute as a penalty to you or a bonus to them
Major Defeat — 1/3rd of the attribute as a penalty to you or a bonus to them
Complete Defeat — 1/4th of the attribute as a penalty to you or a bonus to them

Note: Secrets that give greater benefits for augments are treated as 1 level more successful. A secret with a Complete Victory gives ½ of its rating as a bonus.

An ender works just like a simple contest – one roll between the current values of the primary abilities, winner takes normal results for a simple contest.

So when you want to show your abilities, you must use them and win with them to have them help you. It also makes a step between simple and extended contests – longer contests, but with out AP bean counting.

GMs and players can still use it to determine the length of the contest – mooks might always go for an ender, meaning they only get one roll (or players could penalize the big bad by hacking down his mooks, which he has to resist with their crappy combat score instead of his own massive one), while big bads may do multiple modifiers (with PCs doing the same) before the climactic ender. Similarly PCs can try to stretch things out for a longer fight if they are at a disadvantage, or go for the quick or lucky kill with a fast ender.

Actual Play with Newbs and Simmers

And now for something completely different: an actual play report that is short enough to fit in one post, doesn’t leave you hanging for months on end, and is about typical play by typical players – except that two of them were newbs.

I was a guest at the Canadian National Gaming Expo at the end of August, given all-access guest passes (which, I found out the hard way, does not let you just walk into the concession stand and take whatever you want) and guest privileges. It was mostly a dreary showing, as the Expo is mostly geared towards Anime and Sci-Fi fans, and most of them would look at my books with great interest, proclaim “THIS IS NOT A GRAPHIC NOVEL” look at me like I had betrayed them, then flee when I tried to explain about RPGs. In order to end the pain I signed up for a game of CyberGeneration – an old favorite of mine – and ran the hell away from my booth to go get some game action.

I ended up at a table with two of the guys who now own the game and two 16 year olds who had never played an RPG before that morning, when they’d played in the demo adventure for Cybergeneration. The old school gamers and I knew each other, though neither of us had realized the other was “in the biz.” The two kids, however, were the ones that caught my attention. (Yes, I will call them kids. I am 31, and anyone half my age is a child.)

One of them was a wild-haired anime fan (WHAF) who was hyper into the game. He was imaginative, impulsive, and energetic. At times a bit too energetic, and we often had to keep him from bouncing off the walls, but he managed to bring himself to the game in a way that’s rare for someone who plays with jaded gamers to see. The other was WHAF’s friend, a very cool guy (VCG) who was involved with the socialization at the table, but obviously didn’t give a fig about the game. I first met them while WHAF was pouring over the book, looking at all the options and pictures and saying, “DUDE! I could be an alchemis… no a Wiz… no a TINMAN! What are you again…” while VCG was looking at the ceiling, the other games, his feet, and everything but the book. This interaction would prove the model of all future interactions between the two of them and the game.

I shake hands round, make a character in 60 seconds flat, and we get rolling. It was good “fast in” action, and it got WHAF hyped to the point at which his head almost burst, but made not a dent on the wall of reserve that was VCG. We’re framed into our pad in the Combat Zone when the V-Term rings… and rings… and rings… until WHAF, unable to stand the tension, leaps to answer it. Its our boss, we have a job to do, we go to the mall get more info and… I’m sure you all know the drill.

We go outside, and finding that we have no transportation discover (shock) that the first part of the adventure will be us trying to get to the place where we have to be in order to get the information that will lead us to the dingus that is the goal. WHAF forces VCG to help him try to steal a car. They roll, they fail. They roll to see if the avoid getting noticed, they fail. A booster gang that thinks they are super heroes (Batman and Superman, to be specific) comes to teach us a lesson in doing good. Just before we get our asses kicked, I jump in and do a ham-acting job of wailing and moaning and spill out a sob story about being an orphan who was raised by circus acrobats and forced into a life of crime.

Two things happened at this point that I found interesting. The first was that VCG started laughing at my histrionics, I gave the kid tears in his eyes from the amount of the funnay that I was generating. For about 5 minutes he got into what was happening at the table – but only watching, he still wouldn’t participate directly.

The second was that while the table roared with laughter WHAF said, “Dude, what does he have to roll for that?” The GM then taught him an important lesson, one that I realized we all learn at some point in the road of Sim-Illusionism-Participationism that so much of game walks down at one point or another: “If you do something the GM thinks is cool, you succeed – dice don’t come into it.” At least this GM was honest about it. He didn’t have me roll only to ignore the results, he straight up bypassed the rolls to let the super-dorks fall for my line.

After that we hare about the city for a time, getting kidnapped from the bus stop, fighting bratty rich girls with massive Solo bodyguards, trying to catch the bus, fleeing from police, and being shot several times. Through it all WHAF jumps on anything and everything that looks interesting. At first he is all over the map, but as the game goes on and there start being consequences for his actions he starts to get over the “new interface control” issues, and starts to focus on the mission. While he’s going through that, VCG almost gets engaged with the game at one point – while we’re fighting the Solo – only to have his character KOed before he could do anything. From that moment on VCG only watched the game and joked with us around the table – any interest he had in the game as a game died instantly. I guess he felt his failure to step on up, and as that wasn’t the part of the game that was interesting to him (the funnay seemed to be the part that was, along with the potential to be cool and heroic, I think) he withdrew.

After many marry misadventures, and the total withdrawal of VCG as a presence in the game, we get to where we’re going and meet the new PC, played by a good friend of mine who joined the game just as we were getting into dingus territory, and he gives us the information. Something is hunting our friends through the access corridors of the archeology, and we have to stop it. Then comes the next hour and a half of game with us trying to buy guns.

I, at several points, have my character spazz out and lose his cool and nearly get us arrested. VCG laughs at this, but does not do anything in game even when the cops come. WHAF spontaneously develops a relationship between my character and his that basically says, “You get picked on a lot, but I stand up for you. That’s why you follow me as team leader and don’t cause trouble if you think it would make me mad.” I fully embrace this, he brings me into line, and we go about gun buying. Fresh off his success with making stuff up, WHAF comes up with an idea to overcome our problem with the guns, and promptly learns another “important” lesson.

The plan that WHAF comes up with, mostly as he goes, is thus – he calls home to talk to his mom. He sets up a story, talking really fast and obviously pulling it out of the air, about how his mom used to be an assassin and has a trunk of guns under her bed. The reason he left home is that his mother had a fight with him when she found him looking at the guns and he ran away. So now he calls home to try and get his mom to help out. The GM rolls odds or evens, the kid calls odd, the GM rolls even. He gets the answering machine. This, to me as an experienced player was a pretty obvious “this is not how you are supposed to get your guns, get back on the proper track” sign. WHAF, however, is undeterred and goes into a monologue with the answering machine and the players as his audience. He yells at his mom that he knows she’s there, that he knows she’s just drunk again (”like always, always when I needed you!”), and begs her to pick up, to help him, to come through for him for once in his life. The kid was nearly in tears by the end, and I was just sitting there struck by the pure story potential of this quest for mother-redemption in the midst of funny spazs and black market guns that you buy at Pizza Hut. (I actually started to wonder what the kid’s home life was like, as he was emoting really powerfully and in a way he hadn’t previously – the material was coming from somewhere personal. If not his own family, then someone he knows.)

Of course there was no answer from the mom, the GM steered us back to Pizza Hut, and we bought our guns the game approved way. And so WHAF learned his second lesson: when you are a player it is your job to play in the frame the GM gives you, not to make up plot and story on your own. It was a lesson he took to heart. Even though no one said anything negative to him (and my friend and I actually gave him props for his attempt), for the rest of the game he was concerned with doing everything by the book. I think that, as with VCG getting caught trying to be a hero by a gamist failure, WHAF got caught with his hands in the Nar jar and felt the sting when the lid slammed down. Unlike VCG it didn’t make him lose interest in the game, but it did make him lose interest in going out on a wire like that.

We then went into the dungeon of the arcology’s access vents, fought monsters and dealt with goths, and finally ended the game.

Just to be sure that it doesn’t sound like I’m slamming our GM too much – he was a fun GM, and a good guy. He did very well in the traditional simmy model of GMing, and much as I couldn’t help but react to some of his decision we certainly did have a lot of fun. In fact, we had a laugh riot so loud that the guys at the table next to us kept looking at us – half of them like they wanted us to shut up, half like they wanted to ditch their game and come join ours. That second part makes it a real tribute to the fun we had, and to our GM – as the people at that table were playing D&D with Gary Gygax. Man, did he look bored. I think he wanted to join our game too.

In conclusion, I found it very interesting to watch the ways in which we train each other on how to play – even without realizing that we are doing it. By the end of the game WHAF was getting pretty good at figuring out what the GM wanted and doing it, because that was the path to success. And while there is nothing wrong with that, I think that he is a new player set firmly on the path towards Illusionist/Participationist play because that is how, in his experience, gaming is supposed to work.

As he left the game he said “I hope I can get my friends to play these games, that was awesome!” At that point VCG rolled his eyes and dragged his buddy away from the table. Unfortunately I don’t see WHAF getting a lot of support from his friends – at least not judging by VCG’s response. And as I knew of no clubs, open games in stores, or other good venues for play to suggest, I watched WHAF being dragged away from the table with the feeling that he was being dragged away from gaming period.

If we want to get the WHAFs of the world into play, we need to do a better job both of realizing how we are training them to play and of getting them support and venues where they can play. Without clubs and public venues for play, his particular demographic isn’t going to get into game to stay. Perhaps, come college age, he’ll come back – but it’s a shaky bet. And if we want the VCGs of the world to play, we really need to look at our priorities in game. For a minute there he was interested, and then the gamism of the game drove him right back out again. That, luckily, is an easier issue than the social support one, as it can be fixed with good design and conscious GMing.

Actual Play with My Mother In Law part 3 — The Cattle Raid Disaster

When last I wrote, my Mother in Law (MiL) and my wife’s characters had just ridden onto the scene of a cattle raid. My MiL saw her focus character, her foster son, hanging from the nose of a bull and trying not be gored. My wife saw her clan’s cattle, the only thing keeping them alive, about to be stolen as well as her love interest about to be mauled by enemy warriors. Things had been good up to this point, and then while I’m sitting there grinning like a moron up rushes a brick wall to knock me flat on my ass.

It started innocuously enough, with my MiL saying clearly and (I though) unambiguously “Right now my foster son has to be my first priority. I go to help him.” The problem with this, of course, is that she’s on my wife’s character’s horse – and my wife’s character is going to go straight for the enemy warriors and the cattle. So I up and think, “Great, we can have a contest between the characters and they’ll decide who goes where, and who gets the horse and so on as the stakes.” I start to propose this, and then…

Well, I’m still not exactly sure how it happened. It started, I think, with my wife saying something like “I can’t do that, I have to go to the other place” and my MiL saying “Can’t we do both?” and my wife answering, “No, at least not in time to save both completely.” (Have I mentioned that my wife’s family has a way of talking over people and can be a little verbally aggressive when riled up?) So then I finally manage to interject, “That’s okay, we can just have a contest and the two of you can try to convince or force each other to go where your character wants to go, or to split up and see who gets the horse.”

My MiL then became a bit confused as to why we would need to do this. She didn’t seem to have a problem with the idea of the contest, but was having a hard time seeing the situation and understanding why she couldn’t just save everyone in one action. So I broke the description down a little, used some books to block out threat areas, and tried to give her a better idea of the space – focusing heavily on “The bull is here and the warriors way over there – you can’t get to both in time to save everyone.” She clicked onto that, and then asked my wife what they should do.

My wife, during all of this, was having flashbacks to family games played as a child in which both her and her mother’s competitive streaks (which can be fierce as wolverines) ended up with the two of them getting hostile towards each other. She was terrified this was going to happen again, in this game, if they ended up in a character vs. character conflict. Because of this she decided that she needed to teach her mother that in RPGs you have to think about the other players and work together as players (if not characters) to resolve problems and work out situations.

In the mean time, I’m over in the other corner not realizing how freaked out my wife is (I wasn’t there for those childhood games), and thinking “If we introduce her to character vs. character conflict as something that isn’t a big deal, it probably won’t be a big deal for her – especially if we manage to keep player communication and cooperation together with the character conflict.” So I start trying to explain that when the characters in this game system have a disagreement, we play out a conflict and let the dice decide who wins. At the same time my wife starts talking about non-mechanical (lumpley principle system) ways to resolve conflicts.

The result is that for the next 30 minutes my wife and MiL have a conversation about what is happening, starting to guess at and project along the “if you do that, I’ll do this, and it will cause that” lines to not only a few turns/action in the future – but to the end of the scene and beyond. In the midst of this I was trying to bring some motion back to the game, to downplay the CvC conflict and to just let the characters do what they would do, and to find out what would happen by playing it rather than pre-playing it. If we’d been playing Polaris we probably could have gotten through this – but lacking the ritual phrases and with my wife far more freaked out than she ever gets at the gaming table, it ended up with a lot (LOT) of blocking, second guessing, and me finally running out of patience and saying “Look, it’s been a half hour now, and we’re guessing at everything that could happen. Lets get to the conflict, roll some dice, and see how it plays out.”

Now even at the time I knew this was probably not the best thing, but I’m hardly a perfect man and my patience is limited sometimes. As soon as I said that my wife’s back went up so hard that I could feel it all the way across the room. Her mother felt it too, and though she’d been confused and uncertain up to that point (in contrast to the certainty with which she had started the scene with her declaration that her foster son was the most important thing for her character) she now became paralyzed, not knowing exactly what had happened but knowing beyond a doubt that my wife was very unhappy with me at that moment and probably thinking she was the cause of it.

(BTW, Mo, if you have more to say about your PoV in this area please post about it. I want your side to be stated fully and fairly.)

So we sat there a moment, all very uncomfortable and by this point totally out of the game and the world, and then I called for them to look at their sheets to figure out what they would use for the contest to decide who went with whom and where the horse went. My wife, however, pissed and afraid of making her mother pissed, and probably knowing I was already pissed, stepped aside and had her character leap off the horse so that her mom’s character could use it to go save the foster son. It happened too suddenly, and obviously as a confrontation ender, and her mother was a bit taken aback by the whole business. (Both, I think, because of the social dynamic and because she’d been seeing the game as very much a historical realism/reenactment type thing, and the sudden acrobatics from horse back shook her assumptions about what characters could do.)

At that point all of us, being adults, took a second and had a deep breath, turned the CD back to some thematic music for the scene, and forced ourselves to focus and get a new start. My wife and I would have a talk about the issue later, and not come to an agreement even then, but for the time we managed to put the stuff aside and go with what was on the table. It was still awkward going back in, as at that point we were in the middle of an action scene but were lacking any momentum and with the immediate investment from the start of the scene washed away. I move to my MiL (not as a lab-rat, but just because she was looking the most ready to rock), and described to her the situation as she charged towards the raging bull and her foster son.

At this point, for the first time in the game, my MiL became very concerned about the system. I think it was partly because of the gravity of the situation (an important NPC possibly dying) and even more because she’d just seen some badness in the game and wanted to be sure she had enough understanding of the system to make sure she could do her part to keep it from happening again. I realized, at this point, that while she had a good innate dramatic grasp of traits and keywords and such she really had been playing without having any understanding of how the system worked. She knew to add her augments to her trait, but wasn’t even sure why she was doing that. She knew that they were all used because they all helped her character dramatically, but not why she needed to add them for system reasons. She also didn’t know exactly what the rolls meant or how they worked, even though we’d been over it in the contests she’d done earlier in the game. I realized at this point that I’d made a fairly bad mistake in introducing the system to her because I (a teacher, of all things) had forgotten a fundamental lesson of pedagogy: different people learn differently.

In games in general, and RPGs in specific, we often deal with object oriented thinkers who learn the system best and most comfortably by getting in and playing. Once they start to play and have the system described to them as they work their way through, they get a handle on the components and start to manipulate them – bringing a growing understanding of how the system works as a conceptual model that they have played through. So my (and many GMs) traditional style of introducing newbs is to give a very short overview of the system, then get into play to let them mess about with it and get their mental digits on the conceptual tinker toys. When it works, it works well and avoids boring mechanical descriptions in order to get to the meat.

My MiL, however, is (just like my wife) a process thinker. She works best when she is given a full schema of how a system or process works in an intellectual process model (and often in written form, though they’re both decent audial learners as well). I had never given that to her, or at least had not given her enough of one, and so she was having problems putting the tinker toys together, because I’d never given her the booklet that shows how all the parts fit together, much less explained what it was we were trying to use the tinker toys to build. Because of that the contests she’d already been through had seemed like Greek to her. They didn’t help her learn the system, because she learns by reading/hearing about the process first and then applying experience to the model.

The lesson I learned, as I did a quick process-procedural rundown of the system for her, was that we need better tools as GMs and RPG designers for introducing people with different learning modes and skill sets into RPGs. We’re still, I think, in the post-progamer/computer/math geek days where RPGs were dominated by component and object-oriented learners and have geared much of our approach to that kind of learning process. I suspect that a large number of players have either been kept out of RPGs, or had a much harder time getting into them, because they learn in modes not well supported by either our texts or the “GM Urban Legends” ways that we have been taught to introduce newbs.

Once I’d given her some better mapping of the system (which she still seemed a little uncomfortable from, but which did allow her to use the system in the contest and the next one in the game), we got to her saving her foster son. I asked her, in order to get the exact stakes she was playing with and her exact goal for the contest, what the best and worst things she could conceive of happening were. Thus I got her to describe her total victory (saving her foster son and using the bull to cause a stampede to move the cattle away from the raiders) and total failure conditions (the boy being killed, her being knocked from her horse, and the raiders seizing the bull). Doing this helped me, not just her, understand the goal with more clarity than any of the other goals in the previous contests and to set the stage with a clear sense of urgency when the dice started rolling, as everyone knew exactly what was at stake. I’ve started using a modified version of this when doing contests in HQ in other games – not just getting goal statements, but short statements about best and worst possible outcomes. It works tremendously well for focusing contests. (And thanks to the Trollbabe “free and clear” stage for the idea.) She picks her stats, figures her target number, rolls and gets a Total Success – the first Total Success in a closely matched conflict I’ve seen in HeroQuest. So she saves the boy, stampedes the cattle away from the raiders, and rides free and clear. She’s happy again, both because she had a better understanding of the system, and because she’d won something that was important to her.

My wife, meanwhile, jumps into the middle of the enemy raiders and immediately calls on her “Sacrosanct” ability. My MiL, at this point, says in a slightly exasperated voice, “I didn’t know we could do THAT!” We stopped the game to explain that the stat was part of her Druid keyword – as no one can harm a druid without suffering vengeance from the gods. She then gets a look in her eye as we finish the rest of the scene. My wife beats the raiders, so they can’t get past her to get at the stampeding cattle, and then she threatens to satire them – making them flee in fear for their manhood. They leave behind one straggler, whom Drassal Bull Neck (the strongest warrior in the PC’s clan) is about to murder.

At this point I tell my MiL she’s getting back to the scene, and she and my wife work together to use their female and druidic powers to make the big male warrior back down. Between satire and the “hearth fire respect” of the two women, they back the warrior off and claim the hostage. My wife and I have a quick sequence of exchanges where we switch up fast between IC and OOC, knowing each other so well we didn’t do much to mark the shift between except for our normal mode-shifting body-language methods. A three way debate as to his fate then starts up. My MiL, having heard Drassal talk about blood and vengeance one time too many, up and says “I’m sacrosanct, and a woman, and older than him, and I probably helped birth the nasty jerk.” Then shifts IC and says “Dras, shut up and go away.” She volunteers the stats for the contest without me asking, and Drassal shuts up and goes away like a good little boy.

This struck me two ways. First, I loved the archetypal unstoppable warrior man of all RPGs in history being sent home with his tail between his legs by the dismissive words of a woman. It was one of the reasons I love me some HeroQuest. Second, I was impressed by the way my MiL was quick about picking up the contest this time, and the way she was shifting between IC and OOC. At first she’d been a good narrator, but was unsure about what she was doing with voices and stances. But by this point in the game she was starting to become comfortable with them. Part of it, I know, was from watching my wife and I. She watched the IC/OOC switch up with great interest, and obviously learned from it. However, it wasn’t all that as she never used either mode in quite the same way that we did. She started to develop her own style, and even though I later found out it made her a little uncomfortable as she figured it out, it was a remarkable thing to see.

So with Drassal gone the women face off again. This time, they gear up over what to do with the hostage. My MiL wants to let him go scot-free. My wife wants to geas him and send him back in disgraces. (Drassal had wanted to take him hostage and beat him.) However, just as it starts to look like we’re going to have to either take the conflict to dice or have a repeat of the previous badness, my MiL folds out of the contest – saying that my wife’s character was the expert on inter-tribal politics (being a diplomat and all), and so she had to have final say on it.

This was an interesting little exchange. It was obvious that my MiL had just, on her own and without any real prompting from us (other than talking about their characters profession keywords during char-gen) developed the idea of niche protection in order to avoid CvC conflict. She was in no way upset about dropping the conflict, and in fact seemed quite pleased with the way she’d resolved it, so I didn’t push. My wife, glad to avoid the badness, didn’t either and went on to give the poor captive a satire (during which my MiL said, “Oh, that’s how you do it!” when she saw my wife summarize an artistic performance without actually doing it) before sending him home.

It was at that point that I was sitting there trying to figure out how the enemy clan would react to this – easily taken as a sign of weakness and certainly a blow to their pride in a world where both things are critical – when I finally felt something click. In this type of game, with this system, I don’t have to judge for the world. I do not need to figure out “what a real feudal Irish chieftain would do” or even what I think they should do in order to push the plot in a specific direction. In fact, doing so is harmful to this kind of game. What I have to do is push the NPCs and turn things into contests between them and the PCs. How would the NPC chieftain react? That would depend on the results of a conflict between his pride and vengeful and the PCs stats.

Seriously, when they let the hostage go I went to say “They’ll screw you for that” — but of course, that isn’t how it should work. There should be a contest, then or later, that lets them turn the issue into story meat and push on it the way they want it to be pushed on. This is a setting, after all, in which great works of mercy and vengeance come out of the same characters within pages of each other (seriously, have any of you read the annals of the kings of Ireland?) and the way to replicate that isn’t to decide what is right, but to make it into a contest between moderation and extremism, between compassion and violence. I saw it in big bright letters of fire behind my too-long illusionist and simulations eyes: “These things are contests that lead to questions, not judgments that lead to punishment or reward.”

And lo, the heavens opened. And lo, the clock struck 2 in the morning, and the game ended with the PCs going to gather up the cows while Drassal told my MiL’s foster child that he saw him wrestle the bull and knew he would grow up to be a “great man slayer, skull splitter, brain rainer, blood drinker.” My MiL’s character clenched up, my wife’s character went to get her horse, and the game ended.

I never got to kill of the chieftain, nor have the kin-strife fun.

In conclusion, it was a fascinating and fun experience. Were I to continue it I would probably switch up the system a little – neither my wife or MiL would have any patience for an Extended Contest, for example, as it intrudes the system too much on their way of playing. They are both skilled dramatists, and find much of the “system support for story structure” to be “system blocking creativity” or “system sliding in where I want to do my own thing.” For my wife I can blame this on years of training about what RPGs are supposed to be, but for my MiL it was an honest reaction based on her experiences of the system and of RPing. With time she may have changed, but my gut doubts it.

Next Up: More Actual Play — Brand plays at a Con Game with Simmers and 16 year old newbs and learns how we train each other to play and not play.

Later: Emotional Agenda — putting the humanity back into theory.