RPGaDay (Parts 11-20)
Since I’m doing these in batches of 10, it’s time to start
working through the next sequence.
11. Wildest Character Name
I’ve had some crazy character names over the years.
Sometimes offering them as a hint toward the type of character that I’m
playing… there was “Sir Ashley Williams, Keeper of the Third Sacred Boomstick,
and Scourge of the Undying”, it actually took players two years to work out
that I had basically named the character “Ash” from the Evil Dead series.
One of the more interesting character names I used was for a
character who walked into a LARP with no name. Based on the first conversation
exchange the character, they became known as “No Kick Mushrooms”.
There’s plenty of others, but these two come to mind first.
12. Wildest Character
Concept
As mentioned, “No Kick Mushrooms” was a LARP character, and
was a tiny goblin inhabiting a bio-organic power armour suit that was roughly
human sized. This was modelled by using a painted green doll with a customised
goblin head, and mounting it on my chest, under an armoured chestplate. The
remainder of the costume was designed to look like pneumatics and clockwork.
In a non-LARP context, the wildest concept I played for a
while was a sentient swarm of nanotechnology. That game didn’t last long, mostly
because I’m usually the one running games, and the other GM decided that he
rathered play than run things.
13. Describe how your
play has evolved
When I started playing, back in the 1980s, I had already
been hearing about games that had been running for 5 to 10 years. I wanted to
be a part of one of those epic games that just kept going and going. From then,
and ever since,
I’ve never been a part of a tabletop game that has run for
longer than 2 years. It’s only ever been LARPs that have lasted longer.
I guess that being a part of the LARP community has
distinctly taught me that the game doesn’t have to be about me. It’s fine to be
the supporting character in someone else’s story, and sometimes it’s possible
to have more fun balancing supporting roles in the stories of multiple other
characters, acting as a catalyst to combine those stories into something bigger
than their parts.
14. Describe a failure
that became amazing
In the Palladium game RIFTS, rune weapons are some of the
most epic and powerful equipment available. I gave one of my players the
opportunity to gamble for their character to gain a rune weapon. This was using
a character that had been regularly played in weekly sessions for over a year,
a character who had developed quite a bit of history and was quite significant
in the campaign. He was literally given a 50/50 chance of either gaining the
rune weapon or being removed from play forever. This was done by coin flip.
He lost.
We decided that the character was stuck doing “menial chores
for Satan”, and he kept popping up in other campaign for the next few years,
tying together plot lines and adding a sense of consistency to many otherwise
disparate games and campaigns. Twenty-odd years after the event, people are
still talking about the guy who does “menial chores for Satan”, and apparently
he’s been showing up in other people’s campaigns in the decades since too.
15. Describe a tricky
RPG experience that you enjoyed
The first time I LARPed , I didn’t really know what I
was doing. It was a World of Darkness
ongoing LARP campaign, and I was playing a werewolf…but the only people I knew
in the game were playing vampires, and the werewolf players were insular and
didn’t accept me as a part of their clique. As an isolated werewolf, who was trying
to do the right thing, it was hard.
In the end, I just embraced the idea that this character was
destined to be corrupted by vampire blood, and that they’d follow a downward
spiral through the rest of their story. For three years we kept thinking this
character had reached rock bottom, but in every situation we found that there
was further darkness and depravity to explore. This character ended up being
the big bad villain to one year’s season of storylines, but was never killed. A
vampiric werewolf infected by the Vicissitude virus, and attended to by demon
worshipping magi. Certainly not what I was intending when the character
started.
16. Describe your
plans for your next game
I have no idea when my next game will be, but I’m suspecting
it will take place once I’ve moved house to the country areas of Australia and
have started my teaching job. That means I don’t know who I’ll be gaming with,
whether I’ll be running a gaming club for high school students, for other
teachers who are into gaming, or whether I run into an existing group of
gamers.
My plans and preparations at this stage have generally
revolved around developing a few sectors for “The Law”. These plans have
involved placing locations, populating those locations with assorted
characters, then linking those characters together through a relationship map.
This includes clustering characters together into cults, corporations, street
gangs, and secret societies, it also means establishing key objects that they
might want, and understanding how the environment might change politically and
socially when certain character actions occur.
I suspect that these plans will probably see publication as
a supplement for “The Law” before they ever see my tabletop.
17. Describe the best
compliment you’ve had while gaming
A few times at conventions, I’ve been fairly packed with
players for my sessions, with potential room for people to join as a pick-up
game if they need to. One of he greatest compliments I’ve ever received in
gaming is when a player has already payed for a session of my game, and then as
paid money to play my game again even when other games are available at the
convention.
18. What art inspires
your game?
What art doesn’t?
This is one of those questions that has many answers depending
on the type of game being played. I used to love the simple lines and vibrant colours
in the art of Chris Foss, and that informed a lot of my sci-fi gaming, but
arguably not as much as the artwork of HR Giger.
At the moment though, I’m more inspired by the artworks of
the artists around me on G+ and various other social media platforms. Folks
like Matthew Adams, Dyson Logos, Stuart Robertson, Bradley K McDevitt, James
Shields, and so many others.
19. What music
enhances your game?
Again, it all depends on the game. I remember a great series
of games set during the Vietnam War, with a soundtrack of classic rock and roll
hits of the era.
One of the best game soundtracks actually came from one of
the Battletech computer games of the mid 90s. That game came on a CD-rom, but
if you put the CD into a standard CD player it was possible to access the audio
tracks, including a series of heartbeat tracks which were presented in order on
the CD according to the speed of the heartbeat. This meant I could put the CD
on constant single-track repeat, then simply shift the disc forward of back a
track depending on the intensity of the situation. High tension, fast hearteat…low
tension, slow heartbeat.
20. Which game
mechanic inspires your play the most?
Anyone who has been reading this blog for any length of time
knows that I love the “Otherkind Dice” mechanic, so much so that I’ve been
using it as a direct inspiration for a number of the games that I’ve written
over the years. I think gaming is best when it makes the players confront difficult
decisions, and this mechanism makes almost every situation a narrative dilemma
that has serious ramifications on the ongoing story. Choose to succeed with a
cost, or fail without a cost…both are interesting choices.
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